GearBlocks news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Latest observed players22 · 25 September 2026 - 12:11:17 UTC
- SteamPulse tracked peak153
- Units sold (VGI)No data available
- Revenue (VGI)No data available
- Review score91% positive
- Total reviews724
- Release dateNov 9, 2023
- DeveloperSmashHammer Games
- PublisherSmashHammer Games
Genres: Indie, Simulation, Early Access
Company pages: Developer: SmashHammer GamesPublisher: SmashHammer Games
GearBlocks Steam news
GearBlocks news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- GearBlocks 0.8.9735 - 27 August 2026
Hey guys, I've just released a quick game update. This fixes a bug introduced in the previous update - where a ball & socket or CV joint articulation angle could be broken by using the weld tool instead of attaching them normally. Foot Pedals I've also added some new foot pedal parts. You'll find them in the same "Controls" category as the steering wheels. To use a pedal you'll need to activate it and bind a key or joystick axis. Output is a 0 to 1 data value based on how far the pedal is "pushed". You can link them to engine throttles, brakes, clutches, or anything else you want to control! Unsaved Scenes If you have unsaved changes in the current scene, you'll now get a warning dialog asking you to confirm discarding it (e.g. before loading another scene or starting a new one).
- GearBlocks 0.8.9727 - 20 August 2026
Hi all, another game update is now out, let's take a look at what's new... Explosives I think it's true to say we all enjoy creating and building things here. But sometimes it's fun to blow stuff up too! https://i.imgur.com/nHincgf.gif Triggering There are now a selection of explosive parts in the game: They can be grouped into three categories based on how they trigger: timer, impact, and proximity. Timer Trigger:- Small, medium, and large demolition charges. Trigger time (in seconds) is tweakable. When armed, explodes when trigger time has elapsed. Impact Trigger:- Contact mine. When armed, explodes when contacted by another object (construction or player) with sufficient force. Proximity Trigger:- Proximity mine. Trigger distance (in metres) is tweakable. When armed, explodes if another object (construction or player) is within the trigger distance. Arming To arm an explosive, target…
- GearBlocks 0.8.9622 - 7 May 2026
Hey everyone, I've just released another update, mainly focused on fixing bugs (some caused by changes in the previous update)! I won't cover everything here, but I'll mention the major problem areas that were addressed. If you want to see a list of all the specific bug fix changes, please check out the #git-history channel on the GearBlocks Discord. Unity Upgrade Physics Fallout Some problems emerged after upgrading to Unity 6.0 in the previous update. Swap Bodies for Gear and Pulley Physics Originally, for gear and pulley physics constraints, "swap bodies" was enabled based on the connected rigidbodies relative masses. This was to ensure that the more massive rigidbody is considered the "owner" of the constraint by the physics engine, which can improve simulation stability. I removed the code that enabled swap bodies during the Unity upgrade because something changed in Unity 6 that b…
- GearBlocks 0.8.9585 - 31 March 2026
Hey everyone, it's update time! This one aims to catch up on a number of outstanding bug fixes and smaller feature requests. There's more in this release (new game settings, part behaviour options, Lua scripting API changes) than I'll discuss here, so as always please check out the release notes for the full list. Linker Tool Improvements In a previous update I made an attempt to save and restore links that were lost when moving a part selection. This partially worked, but there remained two cases when links were still being lost:- Between multi-selected parts when moving them. When moving or resizing a part that the linked parts are attached to. Rather than trying to hack in further fixes, I decided to rethink the problem and implement a simpler and more robust solution. Now, the game allows for links between parts that don't belong to the same construction to exist temporarily. Such l…
- GearBlocks 0.7.9508 - 13 January 2026
Happy New Year everyone. Those of you who have recently started playing the game, may have gotten stuck in the "Welcome Tutorial". Unfortunately the previous game update broke it somewhat. Stages that expect the player to bind keys to control a part behaviour wouldn't advance, rendering them impossible to complete. Sorry about that! This is fixed now as of this update. If you have tried the tutorial recently and had problems with it, I'd recommend trying it again now. Build Tool Manipulator Shortcut Keys I've had feedback from some of you that the default key bindings used to select the builder tool manipulators is confusing. Previously they were: R - Translation manipulator. T - Rotation manipulator. Y - Scaling manipulator. I chose these keys simply due to their physical order on the keyboard, to match the order of the manipulators. However, the common sense assumption would be that R…
- Native Linux Build - 10 December 2025
Hi everyone, GearBlocks now has a native Linux (64-bit) build. Native vs. Proton Performance I've been doing some performance testing, and I'm noticing a useful improvement from a native build over the Windows 64-bit build running under Proton. Mileage will vary depending on machine specs, scene complexity etc. (possibly OS and driver support too). However I'm hopeful the native build will improve performance for most Linux users. Specs of my old machine that I used for testing: Ubuntu 20.04.6 LTS. i7-4790K. GTX 1060 3GB. 1280x720, v-sync off. Test results I used some more complex scenes that are a bit heavier on the CPU (including some awesome player creations from the workshop!) FPS (frames per second) are approximate with some variability. Test Native FPS Proton FPS Tutorial Scenario 68 60 Industrial Robot Scene 125 85 Marble Run 1 69 49 CAT Excavator 35 26 Great ball contraption v2…
- GearBlocks 0.7.9470 - 8 December 2025
Hi all, time for another update. Thank you to those who gave feedback on the recent "logic" additions, there were a lot of requests and suggestions. I tried to address as many of these as I could, but there are probably still enough left over to fill up a whole other update (not even including Stage 2 or 3 - see GearBlocks 0.7.9398 blog post). I will continue working on these logic features, but I think from now it'll probably be mixed in with other stuff, as I want to move on to other areas of the game that need work. I'll expand briefly on the main changes now, but as always check out the release notes for a comprehensive list. "Loop-back" Links For some parts, it is now possible for a data link to be created between their own output and input nodes. These parts being the following logic modules:- Boolean Operator & Multi-Operator. Number Expression. Number Operator. This means that a…
- GearBlocks 0.7.9408 - 5 October 2025
Hey guys, I've just released an update that fixes the regressions I'm aware of from the previous "logic" update, plus a couple of other minor improvements. Bugs fixed:- Broken toggle options in "selection" right-click menu. Held modifier keys filtering out keys bound to part behaviour control. Ctrl + V / C shortcuts not working for part behaviour UI copy / paste buttons. Frame rate dropping while using resize manipulator. Bad outputs from distance sensors causing NaN in logic modules. Servo, stepper, and linear actuator not generating torque / force unless key bound. Release notes:- Added settings to distance and proximity sensors for adjusting their maximum detection range. Made distance sensor settings be overridable by linked data channels. Tweaked "timed lap" scenarios to allow script mods. Bug fixes. Upgraded to Unity 2022.3.62f2.
- GearBlocks 0.7.9398 - 29 September 2025
Hey everyone, it's taken way longer than I would have liked, but here's the next game update at long last. Progress has been slowed by a couple rounds of sickness, burn out with the project, last minute bugs, etc. but excuses aside, on to the update! Logic Plan The focus for this update has been on adding "logic" to the game. With some helpful input from the community, I settled on a three stage plan for this. Stage 1 Based on using "physical" parts connected together with the linker tool, exposing data channels to transfer information between them. In fact, sensors and other parts can already be linked to display screens in this way, and Stage 1 simply builds on this approach. New parts for this include switches, controls, sensors, and logic modules. Stage 2 Continues on from Stage 1 by adding a new "micro-controller" part that is linked to other parts such as sensors etc. in the same…
- GearBlocks 0.7.9153 - 23 January 2025
Hey all, just another small update! New Flat Map There's now a new "Concrete Pad" map: It's just another boring flat map, but hopefully a bit easier on the eye for long building sessions than the "Flat Plane" map, plus it has no environmental audio. Part Selection Duplication You can now duplicate your current part selection. Select some parts: Then open the SELECTION menu and click Duplicate Selected (or just press Left Ctrl + D): This will duplicate the parts into new construction(s), with attachments, links, etc. intact: NOTE: To implement this, I had to change the save format slightly. Any "part intersections" (the red crosses you get after deleting attachments between intersecting parts) from existing saves will be lost. Deprecated Parts The engine "front crank" parts are now deprecated, as the "crank nose" part makes them redundant. I can't remove them without possibly breaking ex…
- GearBlocks 0.7.9120 - 21 December 2024
Happy Holidays everyone, here's one more small update for the year! Weld tool This is a new script mod tool that allows parts to be attached to one another, without them needing to be properly aligned together. https://i.imgur.com/MUIANv4.gif They can even be unfrozen. https://i.imgur.com/oYoi6wI.gif Jointed attachments can be created, including rotary, slider, or any other type. https://i.imgur.com/1qftk2R.gif Note that the attachment locations are still derived from the part's alignment grids, so an attachment can't be created at an arbitrary position or orientation. This doesn't make much difference for fixed attachments, but it does limit the possible locations of jointed attachments. Also note that some part behaviours may be expecting only one attachment of a certain type, and creating extra attachments with the weld tool may result in unexpected behaviour. This tool is really int…
- GearBlocks 0.7.9091 - 23 November 2024
Hey everyone, after taking a much needed break, I'm back to work on the game! The next major task to tackle is "logic" (switches, sensors, control modules, etc.) which will involve some experimentation and iteration to figure out how it should all work. This will take a little while, so in the meantime here's a small update with a selection of new parts and other improvements. Angle limiters These parts connect to an axle via a rotary bearing, and restrict rotation between a minimum and maximum angle that you can specify. https://i.imgur.com/C5xpM0k.gif Ratchets These also connect to an axle via a rotary bearing, and allow for rotation in only one direction. You can configure the number of ratchet locking "steps", set the locking direction, and optionally bind a key to temporarily release the ratchet lock. https://i.imgur.com/r5e8uin.gif There are also gears of various sizes with the ra…
- GearBlocks 0.7.9000 - 23 August 2024
Hey all, here's a small update with a few improvements and some new parts. Angled beams and connectors In the previous update I introduced the "V" and "W" angled beams, primarily to allow for building V configuration engines. If you've been using these parts, you may have noticed some bugs with the building system (e.g. sometimes your construction might freeze at a weird angle). I'll come back and address these problems in the future, but seeing as those angled parts are now out in the wild, I figured I might as well release the others I've made. So you'll now find more angled beams, and connectors too! Engine crank nose I've added a "crank nose" part, which can attach to the existing crank parts. This is particularly useful if you want axles coming out of both ends of a single driven crank. This makes the "front crank" parts kind of redundant actually, but I'll have to keep them so as…
- GearBlocks 0.7.8987 - 10 August 2024
Hello everyone, it's been a long time coming, but it's finally time for another update! There's too much to cover in technical detail here really, so I'll just give a brief summary... Combustion Engines As I mentioned in my last post, I tried using physics forces applied to physical piston and con-rod parts to drive the engine. After prototyping this, I found it not be a viable solution, due to phantom forces (from rapidly moving piston and con-rod parts), performance cost, and other issues. Mean Value Modelling I looked into other possible methods for simulating internal combustion engine. The basic requirements being: a model that takes current engine RPM and throttle amount as inputs, and calculates output torque. Ideally it should be parameterised to allow for tweakable engine characteristics (giving different torque curves etc.) Some possibilities included (in order of complexity):…
- GearBlocks 0.7.8797 - 2 February 2024
Hey everyone, time for a long overdue update! Combustion Engines - Not Ready Just Yet By this point, I was hoping to have combustion engines done. I tried a purely physics based approach, using separate cylinder, piston, con-rod, & crank rigidbodies, and applying a force to the piston based on the current angle of the crank. This worked reasonably well, but had problems with "phantom forces" whereby the engine got torque applied to it, sometimes flipping over the vehicle it's in. Also, using physics for all the parts like this has RPM limitations, and doesn't scale that well for sim performance. So I've decided to change tack slightly, I still want to keep the appearance of the moving parts (i.e. pistons and con-rods), but my plan is now to procedurally animate these in code. There's not really any need to use physics as these parts can't collide with anything when inside an engine. To…
- GearBlocks 0.7.8757 - 24 December 2023
Hey everyone, I just released a patch update with a fix for a bug in the tutorial scenario that prevented the "How to Build: Part 8" stage from being completed. As a bit of a bonus, this update also includes another clutch with ring gear (x3 in size), as well as a new centrifugal clutch part, for all your go-kart and moped needs! :) Enjoy!
- GearBlocks 0.7.8754 - 21 December 2023
Happy Holidays everyone, I've just released another update, with a bunch of new parts! Clutches These attach two axles together, one with a fixed attachment, the other with a rotary bearing. The clutch can be engaged / disengaged with a key press, which will smoothly lock / unlock the rotary bearing. Clutch Gears These are a type of spur gear that attach to an axle with a rotary bearing only. Similar to regular clutches, they can be engaged / disengaged from the axle they're attached to. Brakes Wheels already have built in brakes that you can optionally enable, but these separate brake parts allow you to brake an axle without needing to use a wheel. The brakes attach to an axle with a rotary bearing, and to the part you want to brake against (e.g. a beam) with a fixed attachment. Angle Sensor You can attach an axle to this sensor, and link a display to it. It'll show the axle's current…
- GearBlocks 0.7.8740 - 7 December 2023
Hey everyone, it's time for another game update! But first I just wanted to say a big thanks to all of you for playing the game and sharing your creations. It's great to see so many new players joining the community, it really helps motivate me to keep trying to make the game better! OK, on to the update. Soap Box Challenge See how fast you can get down the hill under gravity alone, no motors allowed. This new scenario gives you an idea of the kind of "mini games" possible with Lua scripting, but it still barely scratches the surface really, hopefully we can push the boundaries of this more in the future. Anyway, check it out and let me know what you think. New Parts Continuous servo motors, more crown, rack, & worm gear sizes, more "hole & plate" connectors, and round ended beams. Part Behaviours Separate servo forward & reverse angles, flip pulley belts, link displays to multiple part…
- GearBlocks 0.7.8726 - 23 November 2023
Hey everyone, I've just released an update. New in the game - "attachment bridging", a slightly easier way to do "node skipping", with the added benefit that the attachment indicator now shows where the bridged attachments are: Release notes:- Implemented "attachment bridging" feature and added option to BuilderToolExt script mod to enable it. Added option to the selection GUI to disable selection of locked neighbouring parts. Enabled rotary, linear, and linear rotary attachment types for pulleys. Enabled rotary bearing attachments for angled connector parts. Enabled rotary bearing attachment on steering arm part. Added resizable "scaffold" axle part. Removed TweakEnergyStore variable, tweaking of battery charge remaining now automatically prevented when energy consumption is enabled. Added LimitedPartBehaviourTweaking variable, enabling it limits part behaviour tweaking to player input…
- GearBlocks in Early Access NOW! - 9 November 2023
Hey everyone, GearBlocks has now launched into Early Access! There will be a 10% launch discount until November 15th, so be sure to take advantage of that. Also, you can help out a lot by leaving a review on Steam. Here's a quick preview of what to expect if you buy the game: Thanks for your patience and support over the years, I hope you enjoy the game. I have plans for some exciting post launch updates, but as always let me know what you'd like to see!
Patch notes and updates
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