Space Turtles Roleplay

Patch Notes

4.29.2 October 21, 2026

4.29.2 collects everything that has changed since 4.29.1 went live on 20 October 2026. Every gun gets a recoil, range and damage rework, Dark World group jobs pay more in quiet mode and are fairer to start, redzones get standby crews so fights go ahead when a crew doesn't show, and tow truck drivers get paid for impounds again.

🔫 Weapons

Recoil, range and damage have been rebuilt so every gun in a class handles alike, and better guns feel better to use.

Headshots Always Count
A headshot now always does more damage than a body shot. Before, some weapons did less damage on a headshot than on the body.

🎯 Recoil Rework

Recoil has been rebuilt so every gun feels consistent and predictable.

  • Brought in line. Weapons in the same class now share the same handling, scaled by how high end the weapon is in its class. Higher end weapons are steadier than entry level ones
  • Fair for everyone. Recoil no longer changes with your frame rate, and rapid tapping no longer gets around it. Controlled bursts are still the best way to stay on target
  • Shooting skill matters. Newer shooters feel a little more kick, which fades as your Shooting skill improves
  • Less screen shake. Firing no longer shakes the screen enough to be disorienting
  • Dragon fixes. The Dragon and Dragon Gold no longer spray far wider than similar rifles

📏 Range and Damage Balance

Each weapon class now has a consistent range and damage falloff, with proper scaling from handguns up to battle rifles.

  • Consistent ranges. Every weapon in a class now has the same effective range. Machine pistols are made for close range, pistols and SMGs work best up close to mid range, rifles carry further, and battle rifles reach the furthest
  • Full damage for longer. Most weapons used to lose damage after a short distance. Most now hold full damage further before it tapers off, rifles and battle rifles most of all
  • Outliers fixed. Weapons with unusually long range, including some handguns that out-ranged rifles, have been brought back in line with their class
  • Headshot bonus. The headshot bonus scales by weapon class and reaches as far as the weapon's effective range

🏷️ Unregistered Guns

  • Player shops sell them again. Some guns in player shops, most often Machine Pistols at black market stalls, could never be bought, and every attempt said "That item is no longer in stock". They now sell normally
  • They stay unregistered. A gun that was never registered stays "Not Registered" when you buy it from a player shop, instead of being registered to you
  • Guns from the armoured truck heist, and guns that land in your neighbourhood safe from black market crafting or redzone wins, now come out "Not Registered" like crafted guns do

⚡ Finishes on the Yellow Taser

Use a weapon finish while holding the yellow taser and its body changes colour, while the grip, cartridges and screen stay as they are.

  • Choose from green, gold, pink, army, police blue, orange and platinum
  • The finish stays on the taser after you put it away or log out
  • Weapon finishes now show the right colour as soon as you apply them on regular (non-MK2) weapons. Before, they showed the wrong colour or no change until you put the weapon away and took it out again

🌑 Dark World

💰 Group Jobs: Better Quiet Pay and More Healing Finds

  • Quiet mode pays more. Stockpile Raids, Smuggling Runs and Sea Runs now pay a little more in quiet mode
  • More healing when you search guards. Searching a guard you've taken down now turns up bandages three times as often and painkillers twice as often, and sometimes a makeshift armour plate, so your crew can patch up between waves
  • More time to gather. Crews now have 7 minutes instead of 5 to meet at the start of a Smuggling Run, Stockpile Raid or Sea Run
  • Clearer Surplus shelf. The shelf now explains that it opens two ways: contract respect this week opens more of it, and clearing a group job opens its own group section, which stays open the week after too

🛠️ Group Job Fixes

  • Raid reinforcements drive in. On a Stockpile Raid, the second wave and the reinforcements used to appear right on top of the crew. They now drive in by car from a nearby road and show on the map as red Reinforcements blips, so you can see them coming. The guards already at the site are unchanged
  • Harmony garage is clear. The Stockpile Raid middleman at the Harmony garage stood in the bay doorway, so you couldn't drive in. He now waits beside the bays
  • No ambush at the pickup. The Smuggling Run ambush could go off while the crew was still climbing into the truck in the pickup car park. It now only happens once the truck is out on the road, well away from the pickup
  • Sea Run arrow. The arrow at the top of the screen now leads to spilled crates in the water first (from a lost boat or a crew member who went down), then the islands, then the buyer. Its label says "Dropped crate", "Next island" or "Buyer" for where it is actually pointing

🗑️ Boot and Dumpster Drops

Some drug and gun contracts have no contact to meet: the goods go into the boot of a parked car or into a dumpster instead. Players often thought the contact had failed to show.

  • Told on the way. The job tracker now says it's a boot or dumpster drop in its main line the whole way there, not just in the small tag
  • Told on arrival. Reaching a boot or dumpster drop shows "No contact on this one" and what to do
  • Arrow to the drop. For the last 200m, the arrow at the top of the screen points straight at the car, dumpster or contact, with the distance. Setting the route from the Dark World app still gets you there from afar

🔥 Redzones

🪑 Standby Crews Replace No-Shows

When more crews sign up than a fight takes, the crews that aren't drawn now go on standby instead of being sent away.

  • On standby. The notice, ready-up popup and HUD all say "On standby", and standby crews can ready up at any attack circle
  • Stepping in. If a selected crew misses the ready-up deadline, a standby crew that's ready takes its place and its role, including defending the safe, so the fight goes ahead as planned
  • Selected crews are told when a standby crew is waiting
  • A crew on standby can't sign up for another redzone at the same time

🔔 Longer Showdown Sign-up and Fewer Pings

  • Longer Showdown sign-up. Showdowns now wait 30 minutes for a crew before rolling over, the same as a normal redzone
  • Fewer pings. The "redzone fight forming" alert still goes out for every sign-up while crews are joining them. Once sign-ups keep closing with nobody entering, new ones open quietly, with a reminder every two hours, until a crew enters again
  • Showdowns and "a crew is entered" alerts always go out, and every open sign-up is listed in the hub (F6 → Redzones)

🚌 Jobs

🚌 Bus Job

  • Deposit message shows. If you don't have enough money for the bus deposit, you're now told so. Before, the message never appeared

🛻 Tow Trucking

  • Impounds pay again. Tow truck drivers get paid again when they bring an abandoned vehicle to the impound lot. Before this, impounding a vehicle paid nothing
  • Abandoned vehicle callouts now only pick parked town cars with no owner, never a player's or a job's vehicle

🐞 Other Changes and Fixes

🚓 Police

  • When a player disconnected while handcuffed or zip tied, the cuffs stayed behind, floating in the air where they had been standing. They're now removed as soon as the player leaves