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s&box is what happens when a spiritual successor to Garry's Mod gets handed modern tools and a community willing to push them in every direction. The result is a giant playground of player-made modes, ranging from polished mini-games to roleplay sandboxes that wouldn't look out of place as standalone titles. Below is a snapshot of the modes that consistently pull the biggest crowds and best show off what the engine is capable of.

The full catalog on the s&box website is enormous and grows every week, so this isn't an attempt to cover everything. Think of the picks below as a starter pack: each one demonstrates a different style of play and a different use of the creation tools. If you only have a weekend to figure out whether s&box is for you, these are the modes worth queuing up first.

DXRP has parked itself at the top of the most-played list for months now, even while officially sitting in alpha. It's a free-form roleplay mode where the only real rule is "build something ridiculous and see what happens." Players run for mayor, open shops, take contracts as hitmen, and wire together absurd contraptions using a custom logic system that feels like a hobbyist electronics kit pretending to be a game mechanic.
The developers describe the design philosophy as giving people the freedom to do silly things, and it shows. Bring a group of friends, agree on a story, and you can lose an entire evening to a single in-game day. DXRP also runs its own Discord, which is where most player feedback and bug reports live.

If Hytale and Minecraft haven't fully scratched the urge to break voxels into smaller voxels, S&Miner has you covered. It's the s&box take on the mining loop: gather ore, sell it, upgrade your tools, dig deeper, repeat. The mode is currently in beta with five different depth tiers, and the developers have promised more layers, more tools, and more reasons to keep descending.
What keeps it from feeling like a copy of every other mining game is the way the upgrade curve speeds up over time. Better tools chew through rock faster, and the pacing pushes you to keep moving instead of carefully grid-mining a single area.

The Vampire Survivors boom spawned an entire subgenre on Steam, and s&box predictably has its own entry. Sausage Survivors 2 delivers the full formula: weave through waves of enemies, build a passive playstyle, and stack randomized perks until your screen turns into a particle effect.
The interesting part is how unlike s&box it feels. It has its own art direction, a fixed top-down camera, and a HUD that looks pulled from a dedicated indie release rather than a community mod. It's the clearest proof on this list of how far the engine can be pushed away from its sandbox roots.

Realistic Car Driving is another mode that demonstrates how flexible the physics and asset tools are. The cars take cues from real-world vehicles, and each one has been tuned individually so they actually feel different to drive instead of swapping a paint job over the same chassis.
There are eleven maps and several ways to earn in-game money: race, drift, drive a bus route, or work as a taxi. Cash goes into buying new vehicles, tuning them, and dressing them up. After a few sessions of grinding for parts, it stops registering as a side mode and starts feeling like a small standalone driving sim.

Not every popular mode tops the daily charts, but the old Garry's Mod lineup still pulls steady numbers thanks to pure nostalgia and the fact that most of them are still fun. The familiar suspects are all available on s&box:
These are the easiest way to onboard friends who played GMod in the 2010s, since the rules need no explanation and the matches are short enough to squeeze between other modes.

Finally there's sandbox, the only official mode that holds a permanent spot on the populated list. It's where players prototype future game modes, but it's also a destination on its own. People run stacking competitions with physics objects, race jury-rigged cars built from the fewest possible parts, and host city-wide games of tag in maps they made that afternoon.
If you build something that actually plays well, sandbox is also the launchpad. Polish it, package it as a proper mode, and you can publish it for the rest of the community. Plenty of the modes on this list started exactly that way.
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