If you walk past a PC gamer in 2025, you are less likely to hear the orchestral swell of a billion-dollar space opera and more likely to hear the distorted, panicked screaming of a teenager being dragged into a ventilation shaft by a low-poly monster.
We are currently living through a quiet revolution in the gaming industry. While major studios panic over bloating budgets and the plateau of graphical fidelity, a sub-genre of “AA” and indie games is quietly dominating the engagement charts. The industry insiders call it “Friend-Slop” (or more politely, “Jank-Core”).
The latest torchbearer of this movement is R.E.P.O. (and its massive November “Cyber-Surg” update), alongside the enduring viral dominance of Liar’s Bar. These games look objectively “bad” compared to a Call of Duty title. But beneath the jagged polygons and ragdoll characters lies a secret: coding “bad” physics that feel “good” is actually one of the hardest technical challenges in software engineering.
Here is why the biggest story in gaming is not about pixels; it is about the chaotic beauty of networked physics.

The anatomy of a “Friend-Slop” hit
To the uninitiated, games like R.E.P.O., Content Warning, and the grandfather of the genre, Lethal Company, look like asset flips. They use low-fidelity textures, jarring animations, and often nonsensical premises.
However, they all share a specific “Gameplay Loop” that drives massive web traffic:
- High Social Agency: The game is a sandbox for interaction. You are not watching a cutscene; you are creating one.
- Forced Cooperation: You physically cannot succeed alone.
- The “Clip” Moment: The game is designed to fail in spectacular, visual ways that fit perfectly into a 15-second TikTok or YouTube Short.
In R.E.P.O., you play as four dysfunctional robots repossessing assets. The “Cyber-Surg” update added a mechanic where players must physically “pass” heavy organs between each other while running from security drones. If you miss the pass, the organ explodes. It is slapstick comedy, but it relies on a very specific, invisible technology: Networked Physics Objects.
The miracle of “Synchronized Jank”
This is the technical angle that most mainstream outlets miss. Writing a game where a single player interacts with a physics object (like kicking a box) is easy. Writing a game where four players with different internet speeds (latency) interact with the same physics object simultaneously is a nightmare.

The “Desync” problem
In a high-fidelity shooter like Counter-Strike, the server only really cares about where your head is and where the bullet is. It’s simple coordinate math.
In a “Friend-Slop” game, the server has to calculate:
- Player A is grabbing the box.
- Player B is pulling the box the other way.
- The box is colliding with a wall.
- The box’s weight affects Player A’s movement speed.
If the server creates a “perfect” simulation, it will feel sluggish for the players because they have to wait for the server to confirm every move (input lag). If the game trusts the players’ computers too much (client-side authority), Player A will see the box in one place, and Player B will see it in another.
The solution: “Good Jank”
The brilliance of games like R.E.P.O. is that they embrace deterministic shortcuts. They don’t try to make the physics perfect; they make them predictable.
When you see a character’s arm twist backward or a body fly 400 feet into the air after a small explosion, that is not a bug but a feature. The developers often use oversimplified rigid-body colliders. Instead of calculating a complex skeletal collision, they use simple capsules. When those capsules overlap or “clip,” the physics engine panics and ejects the object at high speed to resolve the conflict.
In a AAA game, this is a “bug.” In Friend-Slop, this is the “content.” The technical “failure” creates the emotional high point of the session.
The “Uncanny Valley” of social interaction
Why is this trending now?
The mid-2020s have seen a fatigue with “Perfect” games. We have reached a point of diminishing returns on graphics. A game running at 4K resolution doesn’t necessarily feel more fun than one at 1080p.
Titles like Liar’s Bar (which recently dropped the gritty “Toska” update) prove that Atmosphere > Fidelity. Liar’s Bar locks four players at a table to play Russian Roulette or Liar’s Dice. The characters are stiff. The lighting is harsh. But the game supports Voice-Chat Proximity and Face Tracking.
This creates a layer of “Social Physics.” You aren’t looking at the graphics; you are looking at your friend’s avatar to see if they are bluffing. The “Jank” actually helps here; the slightly stiff, puppet-like movements make the experience feel surreal and lower the barrier to entry. You don’t need to be a “Gamer” with fast reflexes to play; you just need to be a person who can lie to their friends.
The market shift (Why this matters for tech)
For indie developers and tech investors, the lesson is stark. The games driving the most traffic in late 2025 are not the ones with $200 million marketing budgets or the games that use AI NPCs. They are the ones who understand the Streamer Economy.
- R.E.P.O. costs $15.
- It runs on a potato PC.
- It generates millions of dollars in free marketing because every time a physics object glitches out and launches a player into orbit, a clip is born.
We are seeing a move away from “Content Consumption” (playing a story) toward “Content Generation” (using the game as a stage to perform for friends).
The Verdict
As we head into 2026, expect to see more “AA” studios pivot to this model. The technology powering these games, specifically accessible multiplayer networking middleware, is becoming democratized. It has never been easier to build a broken, beautiful, physics-based nightmare.
So, the next time you see a game that looks like it was made in 2005 featuring screaming robots and flying boxes, do not scroll past. You are looking at the peak of modern social engineering.
