No release date has been announced.
The torture service was removed in favor of giving keys to users that already have access to distribute themselves.
See here for further information about The Developer Preview
Active users will occasionally receive keys, found by clicking on the yellow key icon next to your profile on asset party. These keys can be shared and redeemed for access on https://asset.party/~invitecode
A product you've received has been revoked from your account by the publisher: S&box for Beta Testing
If you received this Steam Message, you have not opened s&box for more than 5 months, and your access to the dev preview has been revoked, Garry explained this on the Discord server thusly:
I've removed dev preview access of about 2,500 people [...] The point of giving people early access is so we get constant feedback and suggestions, and that doesn't work unless people are starting the game.
S&box is windows first. Support for Mac is currently in progress and Linux runs perfectly through Proton. And dedicated servers will be able to run natively on Linux but no official game client will be available.
S&box's price has not yet been announced.
s&box uses a heavily modified version of Half-Life: Alyx's Source 2 branch. Early development was done on Unreal Engine 4, but this has since been discontinued.
Theoretically, the map size in s&box is infinite. But realistically, most things break in some way beyond a certain point.
The built-in networking system supports a maximum of 64 players - however, you can write your own networking code in order to go above this through the use of WebSockets.
Level streaming is a work in progress feature.
s&box currently has basic VR support, but it's up to each individual game in terms of the actual implementation for this.
S&box has rudimentary networking where one player hosts the p2p server, and ownership is transferred when they leave the game. A more advanced system is in the works.
Mounting other games is neither possible nor planned, and no assets from any game not made by Facepunch will ever be added officially.
Don't forget to check out the ModelDoc FAQ.
There's no limitations on how you can monetize your game. While there's no official way implemented yet, you can use your own server to manage payments. It's a long term goal to be able to export S&box games and upload them on any platform, with no revenue share.
Launch the game on Steam and you will have the "Launch Game Editor" option. More info on the editor is available here.
We use Razor, UI styling is done through CSS and its layouts through HTML. Alternatively, UI can be coded entirely in C#
The list of tools available is constantly changing, but to put it simply, most source 2 tools will be remade in some way for s&box.
You can use WebSockets to interface with whatever server you want - having a WebSocket layer over your SQL server helps for various reasons. There isn't and won't be a direct SQL layer included within the s&box API.
There are third-party tools you can use to port over Source 1 content, but no first-party support is currently available for porting. Remember that you should only port over content that you have permission for.
Facepunch's terms of service can be found here: https://facepunch.com/legal/tos
Garry's mod addons are not compatible with s&box. Assets will have to be converted to the source 2 format and any code will need to be re-written in C# as there is no official GLua support planned.