s&ucked up
Game 2 playing
new_releases
New — just published
Suck up junk, cash it in, and upgrade from a Hand Vac to the Mega Suck. Climb to level 100, prestige, and flex your earnings.
s&ucked Up
Suck up junk, cash it in, and work your way from a rusty Hand-Crank Nozzle to a vacuum that eats reality.
What is this?
s&ucked Up is a multiplayer junkyard vacuum game. Gather in the hub with other players, head out through the gates and vacuum up scrap: cans, tyres, washing machines, engine blocks and stranger things the deeper you go. Fill your tank, haul it back to the Recycle skip and watch the money roll in.
Everyone harvests their own scrap, so nobody steals your haul. The competition is in the numbers: your level, wallet and rank float above your head for everyone to see.
What's in it
- Four areas to break into: The Scrap Yard, Auto Wreck Pit, Slag Works and the Void Processing Core, each locked behind a gate key.
- 20 vacuums and 12 tanks, each one bigger, stronger and weirder than the last.
- Real suction physics. Light junk flies into the nozzle. Heavy junk drags and fights you until your gear can handle it.
- Rare and mutated scrap, with 19 mutations, some worth over 12× the normal value.
- Stickers. Open capsules, pull rare finishes, slap them on your gear for boosts, trade them with friends and chase a Golden Prismatic.
- A casino with slots, a prize wheel and Double or Nothing. The house always wins (mostly).
- Prestige up to 25 times and earn crowns to wear in the hub.
- Ranks, playtime rewards, supply drops, world events and leaderboards.
- 60 achievements, a few of them for doing things very wrong.
About me and this game
This is my first game. It's also the first time I've ever used Blender. The vacuums, tanks, kiosks and props you see were built there, and I learned as I went.
I want to be upfront about how it was made. I used AI to help write the code I didn't understand/couldn't get working and to guide me through things I'd never done before, from networking to 3D modelling tutorials to game design failures.. I made the decisions, tested everything, steered the design and put it all together. It's a game made by me, built with a lot of help and a lot of learning.
ALL ASSETS MADE BY HAND in Blender. Photoshop or illustrator (thank you high school for 4 years of graphic design)
and shoutout @prednoxx and apex thumbnail design homies on twitter for getting me into blender years ago. (that's the only reason I had any idea how to navigate it)
If something's broken, weird or unbalanced, please let me know. I'm still learning and I'll keep improving it.
Thanks for playing. Now go suck it up.
Suck up junk, cash it in, and work your way from a rusty Hand-Crank Nozzle to a vacuum that eats reality.
What is this?
s&ucked Up is a multiplayer junkyard vacuum game. Gather in the hub with other players, head out through the gates and vacuum up scrap: cans, tyres, washing machines, engine blocks and stranger things the deeper you go. Fill your tank, haul it back to the Recycle skip and watch the money roll in.
Everyone harvests their own scrap, so nobody steals your haul. The competition is in the numbers: your level, wallet and rank float above your head for everyone to see.
What's in it
- Four areas to break into: The Scrap Yard, Auto Wreck Pit, Slag Works and the Void Processing Core, each locked behind a gate key.
- 20 vacuums and 12 tanks, each one bigger, stronger and weirder than the last.
- Real suction physics. Light junk flies into the nozzle. Heavy junk drags and fights you until your gear can handle it.
- Rare and mutated scrap, with 19 mutations, some worth over 12× the normal value.
- Stickers. Open capsules, pull rare finishes, slap them on your gear for boosts, trade them with friends and chase a Golden Prismatic.
- A casino with slots, a prize wheel and Double or Nothing. The house always wins (mostly).
- Prestige up to 25 times and earn crowns to wear in the hub.
- Ranks, playtime rewards, supply drops, world events and leaderboards.
- 60 achievements, a few of them for doing things very wrong.
About me and this game
This is my first game. It's also the first time I've ever used Blender. The vacuums, tanks, kiosks and props you see were built there, and I learned as I went.
I want to be upfront about how it was made. I used AI to help write the code I didn't understand/couldn't get working and to guide me through things I'd never done before, from networking to 3D modelling tutorials to game design failures.. I made the decisions, tested everything, steered the design and put it all together. It's a game made by me, built with a lot of help and a lot of learning.
ALL ASSETS MADE BY HAND in Blender. Photoshop or illustrator (thank you high school for 4 years of graphic design)
and shoutout @prednoxx and apex thumbnail design homies on twitter for getting me into blender years ago. (that's the only reason I had any idea how to navigate it)
If something's broken, weird or unbalanced, please let me know. I'm still learning and I'll keep improving it.
Thanks for playing. Now go suck it up.
2
Users Online Now
8
Total Users
25
Total Sessions
6.5 hours
Total Playtime
Global Statistics
20.2M
longest_session
26.0M
pt_seconds
5.5e15
save_time
69.6K
time_played
240.3K
hub_idle_seconds
17
biggest_lobby
37.6B
pt_cycle
28
zone_key
1.8B
zone_keys
828
stage
111
backpack_tier
3.4K
level
0 recorded entries
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Package ID:
amplifagames.s_ucked_up
Created:
2026-10-23 04:19 UTC
Updated:
2026-10-23 06:39 UTC
Type:
game
Public:
Yes
Version:
428208
files:
1,629
Size:
144.7 MB
Engine Version:
30
Asset Version ID:
428208
Version Created:
2026-10-23 06:39 UTC
Hash:
1792737598
Manifest: Open manifest
settings Engine & Multiplayer Configuration
Player Count:
1 - 16 Players
Tick Rate:
50 Hz
Network Type:
Multiplayer
Startup Scene:
scenes/basic_example.scene
Map Select:
Unrestricted
more_horiz Additional Properties
Recommended Min Players:
1
Recommended Max Players:
16
Coop:
true
Versus:
false
Bugfixes!
Oct 23, 2026
Improved
- - No More Spoilers: Slot machine bonus wheel wins are now announced only after the wheel stops on your winning segment, keeping the full suspense intact.
- - Triple Wheel & Casino Art: Fixed missing wheel rings, pointers, and bonus wheel textures in public builds.
- - Display Stability: Fixed casino screens and wheel panels from occasionally vanishing or turning off.
- - Screen & Display Fixes: Restored the prestige leaderboard monitor and pedestal displays to ensure they always stay loaded and visible.
- - Crown Visuals: Restored missing crown icons across UI menus and player cards.
- - Art & Capsule Renders: Fixed missing textures for sticker pack capsules, workbench cutting mats, and tape in public builds.
- - Word Wrapping: Chat messages now wrap onto multiple lines cleanly instead of stretching off-screen.
- - Follow-As-You-Type: The chat input now automatically scrolls to track your cursor as you type long messages so you can always see what you're writing.
- - Longer Message Display: Messages stay readable on-screen for 30 seconds before fading.
- - Chat Scale Slider: Added a new Chat Scale slider in Settings under SCREEN, letting you scale chat size anywhere from 60% to 160%.
- - Leveled & Unslanted: Overhead title cards are now straight, flat, and level.
- - Seamless Card Design: Cleaned up the bottom wallet display into a single cohesive badge with no disconnected borders or awkward lips.
- - No More Clipping: Long player names now fit comfortably or truncate with a clean ellipsis instead of slicing off at the edge. Fixed bottom-left corner cutoff.
- - Fixed Area Culling: Resolved an issue where world panels, signs, and interactive machines would disappear when moving around the hub or in multiplayer sessions.
- - Quieter Hub: Silenced the persistent ambient hum across neon signs while keeping their glow and lighting active.
Live API Passthrough & Removal Notice
This file manifest and asset metadata are retrieved live directly from the official Facepunch s&box public API. s&box Explorer does not host, store, or redistribute any package files. All download links route directly to Facepunch CDN servers.
Package References
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