Speed is the name of the game in the Source Engine powered Momentum Mod
Momentum Mod is an upcoming Source Engine game based on movement-oriented game modes from various games. Gotta go fast huh? Read the full article here:

Developer posts and news about this game.

Momentum Mod is an upcoming Source Engine game based on movement-oriented game modes from various games. Gotta go fast huh? Read the full article here:

Hey all. At long last, the 0.10.0 update is finally here. The 0.10.0 update overhauls and upgrades many essential game systems, and the game is now in a place where we are excited to invite players in and show it off. As such, the playtest is now completely public! Invite your fr

Hey all, we've got some very exciting news! The Momentum Mod playtest has recently hit a stable enough state for 0.10.0, and as such, we've picked October 3rd to be the date we will allow everyone that requests access into the playtest! No more "drops" or waiting for access, ever

Hi all, this is just a quick reminder that whilst Steam Playtest is ongoing we’re not posting updates to this Steam app. Steam splits up playtests into a separate app, including our multiplayer lobbies. We don't know why Steam choose to do it that way, and it's not something we h

Added (4) Added a mandatory whitelist file for panorama's AsyncWebRequest function. The `-unrestrictedwebrequests` launch argument will skip this file and allow all requests Added option to set paint colour from surface normal (`mom_paint_color_from_normal`) ( game/issues/951 ) A

Added (3) Added CSM and flashlight to `lightmappedreflective` Added `gameui_activate` command to Steam Input command list Added `zoom`, `toggleconsole`, `showconsole` and `hideconsole` commands to be usable in steam input Fixed (7) Adjusted folder mounting order to fix wrong asse

Added (3) Added ModelPanel methods to change/enumerate flexes Added ModelPanel methods to change/enumerate pose parameters Added ModelPanel methods to change/enumerate sequences Fixed (5) Equip Defrag machine gun on spawn Fixed displacement tool sometimes making 2D views to not u

Hello! We added support for including introductions in our autogenerated changelogs! This week we've made various QoL improvements to the console, which should now feel much more like the traditional VGUI version (thanks rio!). We've also improved the railgun sounds (thanks Mango

VPhysics Traces (6) VPhysics traces now report complete hit surface info Fixed VPhysics traces sometimes not hitting displacements, especially more axis-aligned ones Fixed VPhysics point traces not hitting brush entities Improved performance of VPhysics traces against displacemen

Added (2) Added ConVar "traceray_force_vphysics" for testing (1 = Use VPhysics collisions for displacements, 2 = for everything) Added ConVar "traceray_unshrink_vphysics_brushes" which unshrinks VPhysics-type brush entities Fixed (5) Fixed Defrag haste timer not updating to Panor

Added (2) Added "Keep Horizontal Speed" and "Keep Vertical Speed" options to trigger_jumppad Added `cl_playeranimstate_transitions`/`sv_playeranimstate_transitions` cvars to enable transitions in player animations Fixed (7) Bhop stats broken in 0.9.15 ( game/issues/2083 ) Disabli

Added (8) Added ConVar change listener method for Panorama Added Defrag pitch marker offset setting Added Defrag pitch marker width setting Added Defrag prime sight setting to lock all zones to one line Added pose parameter output to mdlinfo and improved output formatting mom_mv_

Added (4) Added $.LoadKeyValues3File to load KV3 files Added Prime Sight HUD for Defrag Added `distvariance` sound parameter to sound scripts, allowing for distance blending to be tweaked instead of being tied to a cvar. Usage is `distvariance "near, far"` Re-enabled the followin

Added (7) Added crash feedback dialog Added ent_text debug output to logic_gate Added framerate limit to hammer 3D viewport to prevent GPU ramping up to 100% usage Added utility to dump shader documentation New mom_mv_df_clip_steep_ground for testing non-sticky surf ramps in Defr

Added (4) Add speed mode for player_speed entity Added minimum speed threshold for calculating strafe synchronizer bar display (Settings > Interface > Synchronizer) Added strafe synchronizer functionality in Surf Damage boost time and slick time are now sent to UI Fixed (14

Added (4) Added False_'s machine gun animations Added ImGui versions of +showbudget, +showbudget_texture and +showbudget_texture_global panels Added new Defrag `trigger_jumppad` entity identical to Quake 3's trigger_push ( game/issues/2043 ) Added new `player_speed` entity as a p

Added (9) Added %compileslick material parameter Added 'maxprojectedtextures' keyvalue to world entity to control projected texture limit Added CS:S stamina mapping mode cvar via `mom_mv_stamina_enabled` Added SetSlick player input to control slick status programmatically Added _

The Momentum Mod Team is returning on the Momentum Mod Twitch channel for another round of Questions, Answers, and miscellaneous discussions! Just like last time, you may ask us questions to be answered and or discussed live in our Discord server , inside the #qna-live channel !

Added (6) Defrag groundboost indicator ( game/issues/2035 ) Defrag: Add ammo KV to weapon spawners. ( game/issues/1934 ) Defrag: Ammo limits ( game/issues/1939 ) Defrag: Ammo pickups ( game/issues/1938 ) New Plasma gun sound fx by Danny New Shotgun model by False_ Fixed (10) Can

Added (4) Defrag Plasma Gun animations Defrag Rocket Launcher Machine Gun animations and world model New knife and anims Fixed (4) Custom layout toasts not identical to themselves ( game/issues/1996 ) Icon missing in 'View showcase run' toast ( game/issues/2006 ) JS exception in