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Welcome to SRB2.org!

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Sonic Robo Blast 2 is a 3D open-source Sonic the Hedgehog fangame built using a modified version of the Doom Legacy port of Doom. SRB2 is closely inspired by the original Sonic games from the Sega Genesis, and attempts to recreate the design in 3D. While SRB2 isn't fully completed, it already features tons of levels, enemies, speed, and quite a lot of the fun that the original Sonic games provided.

Download and experience Sonic Robo Blast 2 today!

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News Updates
Releases :: Development :: Website :: Other :: Archive

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SRB2 Version 2.2.1 Release

Rob Tisdell - February 16, 2020

Hey all!

We’re releasing an update to 2.2. 2.2.1 is here! Since so many things were changed, we decided it was correct to release this as a full install package, so you’ll need to redownload this. You should be able to install this into your SRB2 folder where 2.2 lives with no problems. Your save files from 2.2.0 will still be valid.

We’ve been meaning to get it out for a while, but one thing or another always caused a snag in the plans. There are a couple major changes we think people will be happy with (Objects now have shadows, and Fickle’s camera mod have been implemented, for example), but it’s mostly bugfixing. Also, we did neglect to add a name to the credits, so by way of apology, I specifically want to specifically acknowledge QueenDelta in this newspost for having made Dream Hill, a map that she made for 2.1, and was awesome enough for us to include in 2.2. She also made the new chip, enemy, and star assets for that map.

For right now, all we have is a Windows build for 2.2.1. As with 2.2.0, we will initially have a torrent available and update the page as we go. We’ll be periodically updating the download page and newsposts as builds for other platforms get added or otherwise made available.

Video with some noteworthy changes:

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The 2.2 Official Soundtrack Is Now Live!

Rob Tisdell - December 13, 2019

Hey all, a few people have been asking for this, and now it’s finally ready! Head on over to the Soundtrack page to grab it!

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SRB2 Version 2.2 Release

Rob Tisdell - December 7, 2019

SRB2 Version 2.2 Released!

Hey all. 5 years. It’s been a wild ride for us, but we’re finally done. 2.2 is available on the Downloads page (currently torrent-only). If you aren’t familiar with torrents, there are instructions there for you.

I’m not going to bore you with an incredibly long post, so I’ll keep it super brief. I want to give a heartfelt thank you to all of you who stuck with us over the past 5 years, and to all of you who helped contribute along the way. This release is a major milestone for all of us. We’ve been hyping up that 2.2 is a massive upgrade in virtually all respects, and I hope that you won’t be disappointed. On behalf of the development team, enjoy!

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SRB2 Version 2.2 Release Trailer!

Rob Tisdell - December 5, 2019

Enjoy!

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SRB2 version 2.2 release date set

Rob Tisdell - November 29, 2019

Hey all! It’s been a long time coming, but we’re excited to finally be releasing 2.2! We’re going to be making it available on Saturday, December 7th for all to download!

Due to the high server traffic we are expecting, 2.2 will initially only be downloadable as a torrent. If you do not have a torrent client, we are recommending Deluge, which you can find at https://deluge-torrent.org/ . We will try to have a few other mirrors up, but you should be prepared for this release assuming we don’t have any. We can’t wait for you all to play! One more week!

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SRB2 2.1.25 release

Rob Tisdell - August 17, 2019

Hey all!

Sorry, this isn’t 2.2. We found a couple major issues that prevented certain mods from working, as well as patched over a few netcode exploits. We deemed these important enough to make a new patch for 2.1, because a fantastic mod was made that’s dependent on these. After you download the patch, you should head on over to the KIMOKAWAIII release thread and download that. It’s a massive mod made from various members of the community and has tons of new content for you to play through. It’s well worth your while.

As an update, we are working hard on getting 2.2 together and are building internal betas. We are not quite at the RC stage yet, but we’re getting there, and a whole bunch of stuff we didn’t think we’d actually polish has been getting some serious attention while we wait on the last few major components for the game. For anyone who hasn’t seen it yet, let me share this with you:



Also, because we always do this, changelog:

* Fixed APNG movies in OpenGL recording the game as completely black.
* Fixed FOF with slopes glitching very briefly at level load.
* Fixed PK3 folders being accidentally loaded as textures, which caused crashes sometimes.
* Fixed the game reading data from past the expected end of per-level colormaps, which could cause crashes somtimes. This happened if you made the colormap with some external program that decided to append some text to the end of the lump to tell you how it was made.
* In netgames, only the server or admins are allowed to skip credits now.
* Fixed several PolyObject physics issues:
** If you were standing on a PolyObject following waypoints, walking off its edge teleported you to the ground.
** Sometimes you could collide with thin air below or above some PolyObjects.
** PolyObjects spawned with the Crush Spawn point weren’t able to crush you properly sometimes.
* Fixed an exploit where players could steal the final hash of a login.
* Fixed ERZ3 and Pipe Towers Zone spitting console errors on being loaded.

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Version 2.1.24 release

Rob Tisdell - June 9, 2019

Hey all, 2.1.24 has been released! Find it on our downloads page! Unfortunately at this moment, there is no Mac installer, sorry. I will update this post when that has been resolved.

Update: The Mac installer is now available on the Downloads page.

I also want to take this opportunity to let you all know that this is most likely the last patch for the 2.1 version of the game, barring some major game-breaking bug we overlooked. We have been making very good progress on 2.2’s development front, and I can now, with a very high degree of confidence, confirm that version 2.2 will extremely probably be done before the end of the year (Well before then, most likely!). I would like to thank you all for your patience in waiting on this, we know that the time between 2.1’s first release and now has been quite long, but we genuinely believe that the wait will be worth it. By far is 2.2 the most drastic set of changes we’ve ever made to the game, and we’re all very excited for when we can finally share what we’ve been making with all of you. Sit tight just a little bit longer, we’re almost there!

Oh, I guess I shouldn’t forget changelog:

  • APNG recording should now work in the Linux/Mac versions.
  • Added the “banip” command, for banning people by IP.
  • Editing enchancements for music: song length, positioning, and fading features with Linedef Exec and Lua support (aka Digiku’s”MusicPlus”: see https://git.magicalgirl.moe/STJr/SRB2/merge_requests/447 for full documentation)
  • Fixed dedicated servers timing out after the credits.
  • OpenGL: Sprite billboarding can be enabled with the “gr_spritebillboarding” console variable. This just means they’ll always face the camera rather than looking flat as paper.
  • “localhost” now works as a valid IP address to join again, after being broken since version 2.0. This means people can now join their own servers without needing to find out their local IP anymore.
  • Flash palettes can now appear in screenshots.
  • Fixed crashes in netgames that can occur in levels from PK3 files.
  • Fixed some elusive software renderer glitches that sometimes effected lighting on FOFs
  • An error message is now displayed if you mistakenly added a PNG graphic for a sprite or texture when you shouldn’t have.
  • The game should no longer be marked as modified if you added replacements for many HUD graphics, the game’s console font, or some of the graphics used in the menus.
  • Oh, yeah, and we doubled all the freeslots for editing resources, which was the whole point of this patch. =P

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SRB2 version 2.1.23a release

mazmazz - April 1, 2019

No foolin, we’ve got a new update sure to improve your robo blasting experience!

Major impact changes:

  • Fixed savegame issues by changing target platform to Sega Genesis/Megadrive. Run it with an emulator and enjoy saving at any time using savestates!
  • Reduced filesize.

This is just a small quality of life update, so no big list of changes. Have at it, and let us know what you think!

EDIT: Happy April Fools! Massive kudos to VAdaPEGA for programming the Megadrive ROM. What an achievement — it even works on real hardware via flash cart. Try it out!

Special shoutouts to Mr. Potatobadger for ripping SRB1 sprites and DragonWolfLeo for the music and additional help.

You may download the ROM in the Other Downloads section.

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SRB2 version 2.1.23 patch release

mazmazz - December 26, 2018

Here’s one more patch update to close out the year! Did we ever move this fast in SRB2’s history?

Major impact changes:

  • Campaign savegames are fixed: The two of you who play SRB2 have pointed out that Single Player savegames do not actually save your progress, even if you selected a save slot. We fixed this so that you can now get out of your chair and grab a cup of milk before you finish the game.

No big changelog this time. Have a Happy New Year!

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SRB2 version 2.1.22 patch release

mazmazz - December 25, 2018

Merry Christmas, everyone, and we hope you enjoy this very special gift! It’s not 2.2, but we’d say 2.1.22 sounds just as swell!

Major impact changes:

  • Chat Windows: For multiplayer, we added the ability to display the chat in a small window by default. Fans of SRB2 Kart will feel right at home here — now you can enjoy increased readability, spam filtering, and easy-to-use private messages between players!
  • Addons Menu: We also got the beloved Addons Menu! With all of your favorite features from Kart, you may now easily find your addon files in-game without alt-tabbing and fumbling through Windows Explorer.
  • Gamepad improvements: We have now added default gamepad buttons, so if you have a supported controller, you no longer need to dive into the options — just pick up and play! If you are upgrading, the game will add those buttons to your controls as long as a slot is open for that action.
  • 64-bit OpenGL fixes: A lot of you made it very clear to us that Eggman blew up a hole in GFZ2, so we made him pay dearly for it! All of the holes in OpenGL are now fixed for 64-bit. Additionally, we fixed a visual glitch with shields that you may have experienced in both 32-bit and 64-bit.
  • SDL stability and sound fixes: Some people experienced glitchy sound effects due to our attempt to update SDL, the program library that runs our game. A few of you may have also experienced startup and stability crashes. We have now fixed the glitchy sounds, so we are now able to package the latest SDL libraries. By extension, some of the crashes should now be resolved.

Minor impact changes:

  • PK3 sprite name fix: We realized that PK3 addons cannot name lumps with a backslash character, which prevented player skins and a few other objects from working properly. We fixed this by allowing you to use the plus character instead, so player skins can now be packaged as PK3.

    To learn how to create PK3 addons, visit our PK3 wiki page.

  • Camera tweaks: When you upgrade, you may notice that the camera view looks slightly different — perhaps less claustrophobic. Also, if you specify custom camera values in the console, they will now be saved to your config.
  • Cross-platform fixes: The macOS version was unable to write savegames for mods, so we patched that up and also fixed the path that script files are executed from. We also fixed a few music formats that did not play for that version. The Linux install packages now have srb2 added to the PATH, so you can run the game just by typing in srb2 in the Terminal.

Go after the jump to read the full list of changes!

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