Sometimes Down: RC
GameA playground of platforming time trials. Collect every RC car. Top the boards.
thumb_up
6
open_in_new
View on sbox.game
Sometimes Down: Around Town
A playground built for climbing. And for falling.
Somewhere in this city, a big green button is waiting for you. Press it and the clock starts. Rooftops, pipes, ladders, ledges, gaps that are exactly one jump too wide. Reach the red button and the clock stops. Bronze, silver, gold, and your name on a leaderboard the whole world can see.
Miss the jump? Sometimes you go down. The name is a warning.
Start in the warehouse.
Two short courses stand between you and the rest of town. Finish both, the doors roll open, and your first car is waiting: the Maluch. It's a shitbox. You'll love it.
Then become a toy.
One key and you're an RC car. Not a costume, a real one: suspension that squats on landing, a tail that steps out when you flick the handbrake, headlights, a horn you can lean on. The playground that just took you ten minutes on foot is a different place at ankle height, and it's littered with rings. Rings are cash.
Tricks pay. Destruction pays more.
Flips, barrel rolls, spins and air time stack into combos that pay out when you land clean. Land on your roof and you get nothing. Smash lamp posts, letterboxes, parking meters and phone boxes on the way to the ramp and you build a DESTRUCTION multiplier on top. Chain the carnage into the jump and watch the number climb. Flaming rings are out there too, for anyone brave enough to thread them.
Cars are earned, not bought.
Every car in the garage is locked behind something you have to DO. Beat a course. Find every idol. Collect a fortune in rings. Put in the hours. From the Maluch to the pickup, the buggy, the convertible, the sports car, the Explorer 4x4, the spy car, the armour, and one long black ride for the truly committed.
The Garage.
Walk in and your car is up on the pedestal. Spin it, zoom it, repaint it, bolt on speed, handling and hop upgrades and watch the stat bars move before you spend a cent. Garages are marked on your compass at all times.
The Corner Store.
No more permanent leg day. Energy drinks make you faster or springier for a minute or two, then wear off. They pause during course runs, because leaderboard times are earned, not bought.
Look under everything.
Collectables are hidden in every corner of the map, and they're not lying in plain sight. Some whisper. Some mutter. Some are up. Some are very, very down. Find a full set and something unlocks.
Bring friends.
Quick Play drops you straight into a town with other players. Race them to the rings. Honk at them. The sun and moon are on the same clock for everyone, everywhere: a full day and night rolls past every 40 minutes.
The goal
Earn every car. Top every board: course times, trick points, and time played.
This is a jam build and it's growing while you play. New blocks of city, new courses, and car races are next. Come back, the leaderboards will still be waiting.
Miss the jump? Sometimes you go down. The name is a warning.
Start in the warehouse.
Two short courses stand between you and the rest of town. Finish both, the doors roll open, and your first car is waiting: the Maluch. It's a shitbox. You'll love it.
Then become a toy.
One key and you're an RC car. Not a costume, a real one: suspension that squats on landing, a tail that steps out when you flick the handbrake, headlights, a horn you can lean on. The playground that just took you ten minutes on foot is a different place at ankle height, and it's littered with rings. Rings are cash.
Tricks pay. Destruction pays more.
Flips, barrel rolls, spins and air time stack into combos that pay out when you land clean. Land on your roof and you get nothing. Smash lamp posts, letterboxes, parking meters and phone boxes on the way to the ramp and you build a DESTRUCTION multiplier on top. Chain the carnage into the jump and watch the number climb. Flaming rings are out there too, for anyone brave enough to thread them.
Cars are earned, not bought.
Every car in the garage is locked behind something you have to DO. Beat a course. Find every idol. Collect a fortune in rings. Put in the hours. From the Maluch to the pickup, the buggy, the convertible, the sports car, the Explorer 4x4, the spy car, the armour, and one long black ride for the truly committed.
The Garage.
Walk in and your car is up on the pedestal. Spin it, zoom it, repaint it, bolt on speed, handling and hop upgrades and watch the stat bars move before you spend a cent. Garages are marked on your compass at all times.
The Corner Store.
No more permanent leg day. Energy drinks make you faster or springier for a minute or two, then wear off. They pause during course runs, because leaderboard times are earned, not bought.
Look under everything.
Collectables are hidden in every corner of the map, and they're not lying in plain sight. Some whisper. Some mutter. Some are up. Some are very, very down. Find a full set and something unlocks.
Bring friends.
Quick Play drops you straight into a town with other players. Race them to the rings. Honk at them. The sun and moon are on the same clock for everyone, everywhere: a full day and night rolls past every 40 minutes.
The goal
Earn every car. Top every board: course times, trick points, and time played.
This is a jam build and it's growing while you play. New blocks of city, new courses, and car races are next. Come back, the leaderboards will still be waiting.
38
Total Users
98
Total Sessions
22.0 hours
Total Playtime
Global Statistics
61.8K
time_played
237.3K
lifetime_collected
845
w1_course2
157
w1_course1
15
quests_completed
167.9K
trick_points
447
w1_course3
164
w1_course6
43
w1_course5
76
w1_course4
11
w1_course
Positive
Negative
How this works: This chart tracks all anonymous thumbs up/down votes, not just the written reviews below. Playtime is permanently recorded at the exact moment the user casts their vote. Data is exactly as returned by the Facepunch API.
0m - 1m
2
2m - 4m
3
8m - 16m
1
16m - 32m
3
32m - 1.1h
2
1.1h - 2.1h
1
2.1h - 4.3h
1
0 recorded entries
| Rank | Player | Score | Recorded |
|---|---|---|---|
|
refresh
Discovering package leaderboards...
|
|||
Package ID:
escroomgames.sometimes_down
Created:
2026-09-15 02:34 UTC
Updated:
2026-09-23 15:52 UTC
Type:
game
Public:
Yes
Version:
395042
files:
6,582
Size:
458.1 MB
Engine Version:
29
Asset Version ID:
395042
Version Created:
2026-09-23 15:52 UTC
Hash:
1790178781
Manifest: Open manifest
Multiplayer:
Yes
Versus:
Yes
Co-op:
Unknown
settings Engine & Multiplayer Configuration
Player Count:
1 - 64 Players
Tick Rate:
50 Hz
Network Type:
Multiplayer
Launch Mode:
QuickPlay
Startup Scene:
scenes/quarry.scene
Map Select:
Unrestricted
September Quality Update
Sep 23, 2026
Fixed
- Tricks - flips and rolls now follow the car, not the compass. W plus jump is a frontflip and S plus jump is a backflip whichever way you are facing. Same for barrel rolls.
- Switching - pressing your swap key to get out puts you back exactly where you got in, facing the way you were looking. No more drifting across the map or a turn to the left every swap.
- Mid air switching - your view direction is kept when you change between car and character in the air.
- Car paint - your car now appears in your chosen colour from the first frame instead of flashing the factory colour first.
- Clothes - everyone now shows up in their own avatar's clothing. No more naked Terrys.
- Warehouse doors - the doors now open on your first login once you have earned access, instead of needing a restart.
- Trick names - the airborne flip used a world axis, so the same input gave a flip or a barrel roll depending on which direction you were driving.
- Swap drift - each car to character round trip moved you by the car's spawn distance.
- Swap turn - setting the character's facing on exit was read as the ground turning, which rotated the view back.
- Colour flash - car paint applied one frame after the car was first drawn.
- No clothing - characters were dressed before their owner was assigned, so everyone was dressed from an empty outfit.
- Doors shut on first login - the achievement check cached an empty result before the service had synced and did not retry for 30 seconds.
Performance Update
Sep 21, 2026
Improved
- Streets and ground rework - the roads, sidewalks, ground tiles and fences that make up the town are now drawn from the same batched system as the grass, where each one used to be a separate object with its own collision. That is roughly another 1,800 objects gone from the level.
- Town draw distance - far away blocks of town are no longer drawn or given collision until you get close, then stream in as you approach.
- Lighter level - between this and the grass rework the level now carries about a tenth of the live objects it launched with. Expect smoother frame rates and quicker loading, most of all on lower end machines.
- Shadows - sun shadows were floating away from the things casting them and only looked sharp right under the camera. They now sit on the ground where they belong and hold up across the street.
- Fog - distance fog was not actually showing up anywhere in the level. It is now, so the far end of town fades out instead of just stopping.
- Camera clipping - fixed the ground breaking up into dots when the RC camera sat low to the road, and the horizon no longer jumps when you switch between on foot and the car.
Quality Of Life and UX
Sep 20, 2026
Added
- Quests - a quest tracker now sits in the top right and tells you what to do next. It kicks in the moment you finish the tutorial, so nobody gets left standing around wondering where the fun is.
- First quest: Try Out Your Car - some of you played for half an hour without finding out you can turn into an RC car. That is on me, not you. The first quest now tells you exactly which key to press, and it shows your own key bind.
- Second quest: Visit The Garage - follow the compass to a Garage and talk to the owner. That is where cars get painted, upgraded and swapped.
- More quests to come - the quest system is built to grow. Expect it to point you at courses, collectables and other things worth finding as the town expands.
- Settings menu - there is now an in game settings menu. Open it with your Menu key.
- Volume sliders - separate music and sound effect volume.
- RC camera direction - the RC car camera turned the opposite way from what most people expected. Left is now left. If you liked it the old way, there is an Invert X option, and an Invert Y to go with it.
- Settings are kept - your settings are saved separately from your progress, so they survive a progress reset.
- First Drive - awarded the first time you become your RC car.
- Shop Talk - awarded the first time you talk to a Garage owner.
- Garage camera - fixed the camera getting stuck in place after leaving the Garage while a pop up was on screen. Moving worked but the camera stayed behind.
Performance
Sep 18, 2026
Improved
- Grass rework - all 7,500+ grass clumps in the world are now drawn from one batched system instead of being thousands of separate objects. The level carries around 80% fewer live objects, which should mean smoother frame rates, especially on lower end machines.
- Grass draw distance - grass far from you is no longer rendered at all and streams in as you get close, so the game is not drawing fields you cannot see.
- Grass still squashes - every clump still folds flat when you walk or drive over it and springs back up afterwards, same as before. It just costs a fraction of what it did.
- Faster loading - the level file is much smaller without all that grass in it, so getting into the game should be quicker.
DESTRUCTION!
Sep 18, 2026
Added
- Destruction multiplier - lamp posts, letterboxes, parking meters and phone boxes now feed a DESTRUCTION multiplier that stacks on top of your trick combo. Break some stuff, land some tricks, get that money. Crash the landing and you lose it.
- Corner Store - new shop selling energy drinks with different buffs: faster feet, higher jumps, or both, for a minute or so. Still balancing, so for now drinks pause during time trials. Leaderboard times stay earned, not bought.
- Trainer retired - permanent speed and jump upgrades are gone in favour of the drinks. Cars, paint and car upgrades are untouched.
- Ring pickup animation - grabbed rings now fly up, spin out and shrink away instead of blinking out of existence. More dopamine per ring.
- Compass - some of you finished the tutorial and didn't know where to go next. There is now a compass across the top of the screen and every Garage is marked on it at all times, even when it's behind you. Just point and drive.
- Mode switch prompt - you lot are foaming at the mouth to drive, so the key for swapping between on foot and RC car now stays on screen, bottom left. It always shows your actual key bind.
- Buff timers - active drinks show as round badges in the top left with a ring that drains as the buff runs out.
- Trick readout - the destruction multiplier shows alongside AIR TIME and SPIN, and the whole readout has moved to the bottom right.
- Abandon hint - hold to abandon now stays under the timer for the whole of a time trial, not only after you press the key.
- Controls screen - back on startup.
Fixed
- Ring sound - the pickup sound went missing in hosted sessions after rings were networked. They ring again.
- Joiner rings - when joining another player's game, rings could be picked up on foot but not in the car. Fixed.
- Trainer notice - removed a stray notice that replaced the controls screen on first load.
Fire Rings!
Sep 17, 2026
Added
- More ramps - the world was feeling a little void of things to do in RC mode, so I've added jumps all across the map. More ramps = more reasons to send it.
- Fire rings - what you all wanted. I know. Fire rings are now scattered around the map and passing through one gives you a one time cash bonus. I may add an achievement based on how many you complete, but I'm not sure yet.
- Grass - I thought grass might take away from the aesthetic, but it made a HUGE difference. The cars feel much more grounded now, like they're driving through the world instead of skating across the top of it.
- Breakable props - mailboxes, phone boxes, parking meters and lamp posts are now breakable. No real benefit to destroying them yet other than making the world feel more interactive. Should destruction pay? I'm thinking about cash rewards for breaking props, possibly with multipliers for chaining destruction together. Let me know what you think.
- Volumetric fog - this one is funny to me. A stylized, cartoon-esque game with realistic god rays... but what can I say? It just looks so damn good.
- Night time lighting - it gets pretty dark at night in Sometimes Down, so lighting has always been on my mind. It will keep improving, but for now you've got street lamps to help out those of you who are scared of the dark.
**BIG update**
Sep 15, 2026
Added
- New Garage - preview, edit, upgrade and equip your vehicles from the new Garage Vendors (x2).
- Hearse 💀 - new vehicle. Because why the hell not?
- Tire marks - now based on your speed and trajectory.
- Tricks - pull off sick flips, get point multipliers AND CASH, and rack up some crazy hang time!
- New achievements - more things to accomplish and chase.
- Time played leaderboard - new in game board for total time played. Put in the hours and prove it.
Fixed
- Day/night cycle - should now be working properly. 🌅
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.
-
2 posts 59 views
-
1 posts 38 views