How To ROUNDS
A competitive ROUNDS-inspired multiplayer mode with stacking upgrades, Steam room codes, and randomized custom arenas.
By ReyshersU
CHANGELOG
Changelog
0.17.6
- Reissued the current release with a unique Thunderstore version number.
0.17.5
- Improved main-menu compatibility across different menu layouts and localized installations.
- Added a standalone HOW TO ROUNDS button when the vanilla Create Game button cannot be found or cloned.
- A single incompatible gameplay patch no longer prevents the menu and diagnostic logging from loading.
- Added installation troubleshooting instructions for r2modman users.
0.17.4
- Replaced the old HTR package icon with the new square How To Rounds duel artwork.
- The new listing image includes both fish characters, contrasting projectiles, and the How To Rounds title.
0.17.3
- Changed the remaining Spanish mode button to HOW TO ROUNDS.
- Improved the English card names and descriptions for Explosive Bullets, More Health, and Poison Bullet.
- Rewrote the package page in English with complete rules, upgrade details, stacking behavior, multiplayer requirements, and the community Discord link.
- Added new promotional cover art for the mod page.
0.17.2
- Added the newly exported Arena05 to the synchronized random arena pool.
- The distributed map pool now contains Arena03, Arena04, and Arena05 only.
0.17.1
- Removed Arena01 and Arena02 from the distributed and selectable arena pool; Arena03 is now the fallback map.
- Kept automatic discovery enabled for Arena03, Arena04, and future numbered arena exports.
- Remote projectiles now render from the firing player's actual pistol muzzle before smoothly catching up to their authoritative network position.
- Projectile collision, damage, trajectory, and ownership remain authoritative and unchanged by the visual synchronization.
0.17.0
- Removed the temporary 400 base-damage override; pistol projectiles use their normal vanilla base damage again.
- Removed the vanilla projectile mesh reveal delay in How to ROUNDS so bullets visibly emerge from the muzzle instead of appearing farther ahead.
- Kept projectile physics, crosshair alignment, spread, damage scaling, and multiplayer trajectory unchanged.
0.16.9
- Added Quick Reload: +35% reload speed per stack.
- Added Heavy Hitter: +30% projectile damage and +40% weapon spread per stack.
- Added Tight Spread: -50% weapon spread per stack.
- Added Double Shot: +1 projectile and +1 ammo consumed per shot; insufficient ammo now triggers reload instead of granting a free projectile.
- Added Bullet Storm: +12 magazine capacity, rapid full-auto fire, and -30% projectile damage per stack.
- Expanded synchronized per-player upgrade storage and the random four-card draft pool to 23 cards.
- The temporary 400 base-damage test remains enabled for this test build.
0.16.8
- Hip-fired pistol projectiles now launch through the center crosshair, matching aimed fire.
- Damage size thresholds changed to 50=2.5x, 100=5x, 200=12x, 400=25x, and 800=60x.
- Giant projectiles now apply progressively stronger knockback, with Impulse stacking on top.
- The temporary 400 base-damage test remains enabled for this test build.
0.16.7
- Temporary projectile-scaling test build: base pistol projectile damage is forced to 400, producing 16x visual size and hit radius.
0.16.6
- Projectile visual size and collision radius now double at every damage doubling from the 25-damage baseline.
- Grow now recalculates the complete projectile size after every damage-growth tick while retaining its +25% size per second.
- Big Bullets, Grow, and damage-based scaling now combine through one synchronized visual and hit-radius multiplier.
0.16.5
- Restored a centered crosshair while preserving the vanilla first-person camera.
- The crosshair automatically hides during card selection, elimination, and menus.
0.16.4
- Fixed Miniature preventing jumping by no longer scaling the entire player root.
- Miniature now scales the character model and physical colliders independently, keeping ground detection aligned.
- First-person camera height and overhead health-bar height now follow each Miniature stack.
0.16.3
- Removed the experimental third-person camera system completely.
- Restored vanilla first-person camera, aiming, hand rendering, and projectile direction.
- Removed local-avatar preservation and all camera-render pipeline hooks.
0.16.2
- Fixed third-person camera application under URP by moving the active
GameInfo.CurCameraduringbeginCameraRendering. - Redirected local hand/tool positioning to the preserved third-person camera proxy.
- Explicitly hidden both sets of first-person hand renderers while the mode is active.
0.16.1
- Preserved the local player's third-person avatar, which vanilla normally destroys during local-player initialization.
- Applied the camera position during the final pre-render callback so later vanilla updates cannot restore first person.
- Disabled the first-person hand meshes while keeping the full character visible.
0.16.0
- Fixed third-person mode by applying the camera offset after the vanilla camera controller.
- Added a centered aiming reticle and corrected local projectile trajectories toward its world-space target.
- Hidden first-person camera view-model renderers while third-person mode is active.
- Disabled passive food-based health regeneration in How to ROUNDS without affecting card-based healing.
0.15.2
- Added the newly exported Arena04 to the automatic random map pool.
- The package now contains the preserved Arena02 plus the authentic Arena03 and Arena04 exports.
0.15.1
- Replaced the provisional Arena03 bundle with the correctly named Arena03 export.
- Preserved the previous Arena02 bundle and included both distinct maps in the automatic arena pool.
- Fixed the Unity exporter compilation ambiguity between
System.Mathand ProBuilder'sMathtype.
0.15.0
- Added a generic Build Current Arena for Windows editor command driven by scene names such as Arena03 and Arena04.
- Added Create Next Arena From Current Scene, which automatically chooses the next unused number, renames the map root, and saves a separate scene.
- Existing arena exports now require confirmation before replacement.
- The mod now discovers every valid
howtorounds_arenaNNbundle automatically and synchronizes random map selection each round. - Restored the previous Arena02 and added the newly exported map as Arena03, producing a two-map pool.
0.14.0
- Changed active How to ROUNDS combat to an over-the-shoulder third-person camera.
- Added camera collision so nearby walls pull the camera toward the player instead of blocking the view.
- Explosive Bullet now applies radial knockback to every affected player, including the shooter.
- Explosion knockback is strongest near the center and increases with every Explosive Bullet stack.
0.13.3
- Removed Arena01 from the mod and made Arena02 the only combat arena.
- Reduced the vanilla Explosive Bullet visual by 70%, to 30% of its original scale.
- Expanded Explosive Bullet's full-damage area to a 2.5-unit radius, including self-damage for the shooter.
0.13.2
- Increased the How to ROUNDS pistol projectile speed from 60 to 100 units per second.
- Explosive Bullet now uses a compact 1-unit damage radius and a 45% scale vanilla explosion effect.
- Explosive Bullet area damage now affects every player inside its radius, including the shooter.
- Projectiles now receive a deterministic 60 units/s² downward acceleration so upward shots reliably fall back down.
0.13.1
- Fixed the
PlayerVitals.LocalHitHarmony signature that prevented version 0.13.0 from loading.
0.13.0
- Added synchronized multi-map support for Arena01 and Arena02.
- The first arena is random and every following round changes to another installed arena.
- Arena changes are published as part of the synchronized round identifier so every player loads the same map before drafting.
- Added a dedicated Arena02 exporter that preserves Arena01 and its generated meshes.
0.12.1
- Replaced Arena01 with the new custom forest village map.
- The new map includes sculpted terrain, painted paths, houses, trees, rocks, cover, and four player spawns.
0.12.0
- Added Miniature: -20% player size, +20% movement speed, and -20 maximum health per stack.
- Added Impulse: ranged hits gain 3 additional knockback per stack.
- Added More Heal: +50 maximum health per stack.
- All three upgrades are included in each player's independent four-card random draft.
- Health bars and full-health round resets now use the new modified maximum health.
0.11.0
- Added Homing: bullets seek the closest living opponent within 18 metres.
- Every Homing stack adds 35 degrees per second of steering and 8 metres of acquisition range.
- Added Grow: bullets start 20% slower per stack.
- Every second in flight, Grow adds 20% damage and 25% visual and collision size per stack.
- Grow combines dynamically with Big Bullets, Quick Shot, poison, gravity, and ricochets.
0.10.0
- Added synchronized win counters and a race-to-10 match objective.
- At 10 wins, combat pauses for a vanilla-styled host decision screen.
- Continue resets the scores for another race to 10 while preserving every upgrade.
- Restart resets both scores and upgrades for every player before another race to 10.
- Matches can be continued or restarted indefinitely without closing the Steam room.
0.9.0
- Added Tank: +50 maximum health and -20% movement speed per stack.
- Added Lifesteal: heals 30% of actual damage dealt per stack.
- Added Healing Reload: heals 20 health whenever a reload completes per stack.
- Added purple Poison Bullets: deals 30% of bullet damage per second for 3 seconds per stack.
- Projectiles now have a visible ballistic drop instead of always travelling perfectly straight.
- Bullet visuals and hit radius now grow with final bullet damage.
0.8.0
- Added Big Bullets: +50% projectile size and hit radius, +25% damage, and -20% projectile speed per stack.
- Added Quick Shot: +35% fire rate and -15% bullet damage per stack.
- Added Glass Cannon: +40% movement speed and -50% maximum health per stack.
- Health bars now display each player's Glass Cannon-adjusted maximum health.
0.7.5
- Replaced the vanilla bottom-left vitals display in How to ROUNDS with a compact numbered health bar.
- Added synchronized numbered health bars above every other player.
- Health fill now shrinks smoothly and changes from green to red as health is lost.
0.7.4
- Added a compact vanilla-style ammo HUD in the bottom-right corner.
- The HUD shows the pistol's current and maximum ammo.
- Added a smooth native-animation-driven reload progress bar and percentage.
0.7.3
- Reduced the How to ROUNDS pistol projectile speed from the vanilla 350 to 60 units per second so shots are visible and dodgeable.
- More More continues to add 10% projectile speed per stack on top of the new ROUNDS base speed.
0.7.2
- Bullet Explosive now uses the game's native dynamite explosion particles, audio, and screen shake.
- Reduces Bullet Explosive's damage radius by 50%, from 4 units to 2 units.
0.7.1
- Keys every upgrade stack to the player's SteamID instead of FishNet connection order.
- Fixes players 2, 3, and 4 receiving another player's upgrades in larger lobbies.
0.7.0
- Adds Ricochet, with one additional surface bounce per stack.
- Adds Bullet Explosive, dealing 50% weapon damage as splash damage per stack.
- Uses a 3-round base Pistol magazine; More More remains the way to expand it.
- Each player now receives their own random four-card draft from the complete upgrade pool.
- Adds a free-flying third-person spectator camera for eliminated players.
- Refills the Pistol when a new combat round begins.
0.6.1
- Card clicks are now read directly by the draft HUD, so pressing Escape is no longer required.
0.6.0
- Keeps the mouse visible and unlocked while upgrade cards are on screen.
- Disables hunger and restores full health at the start of every combat round.
- Adds last-player-alive round victories and synchronized winner announcements.
- Only losing players draft another upgrade before the next round; upgrade effects stack.
- Prevents resurrection and giving up during active rounds.
- Prevents the starting Pistol and Knife from dropping on death and restores players with their loadout.
0.4.0
- Every player now starts Arena01 with the vanilla Pistol equipped and the vanilla Knife in their inventory.
- Starting weapons are granted through the game's networked item system and cost no money.
0.3.5
- Marks every solid custom-arena collider with the game's runtime
Levellayer and tag. - Custom floors now pass the vanilla grounded check, restoring jumping and safe grounded positions.
- Applies the correction automatically to future exported arenas.
0.3.4
- Fixed fall detection reading the stationary network-holder transform instead of the player's physical Rigidbody.
- Stops false respawns every 1.5 seconds and restores normal jumping and movement.
0.3.3
- Removed the repeated unconditional spawn teleports that caused rubber-banding after entering Arena01.
- Fall recovery now activates only when the player moves below the kill volume's upper plane.
- Retains one delayed distance check to recover from a late native-world teleport without interrupting normal movement.
0.3.2
- Rebuilt Arena01 using ordinary baked Unity meshes and colliders.
- Removed all runtime dependencies on ProBuilder, eliminating missing-script console spam.
- Fixed players falling through the custom arena floor.
- Added an independent height-based respawn fallback.
0.3.1
- Fixed START getting stuck when the host was the only player in the staging lobby.
- Explicitly connects the host's local client after starting the Steam server, allowing its Player object and Arena01 to load.
0.3.0
- Added the first custom Arena01 AssetBundle.
- Loads the arena locally for every lobby member when the host starts the match.
- Assigns players consistently to the four authored spawn markers.
- Added fall detection through the authored
HTR_KillVolume.
0.2.1
- Renamed the cloned vanilla menu button to
Crear roundand locked it against localization overwrites. - Replaced long Steam-ID codes with searchable five-character room codes such as
A6D5S.
0.2.0
- Restyled the menu using the vanilla button, font, colors, and borders.
- Moved How to ROUNDS above Create Game.
- Added a Steam pre-match waiting room with live player slots.
- Added host-only Start and shared Leave controls.
- Prevented the world from loading before the host presses Start.
0.1.0
- Added the How to ROUNDS main-menu entry.
- Added Steam room creation.
- Added short room-code generation and clipboard copy.
- Added joining a Steam room by code.
0.5.1
- Fixed room-code searches failing to discover the host's lobby.
- Room-code lobbies are now explicitly public and searchable worldwide.
- Search retries while Steam propagates new lobby metadata.
- Version mismatches now report both versions instead of appearing as a missing room.
0.5.0
- Added a synchronized, turn-based four-card upgrade draft before combat.
- Added visible remote hover/pick feedback and a 3-second synchronized countdown.
- Added More More, Double Jump, Faster Than Me, and Faster Charge with real gameplay effects.
- Disabled movement, shooting, and melee attacks until the draft finishes.