A new patch has been released for Vibrant Venture, crucially fixing a game-breaking bug that sometimes occurred during certain prologue cutscenes. See the changelog below for details. Changelog Fixed sometimes dying during prologue cutscenes Fixed the player briefly moving faster
A new patch has been released for Vibrant Venture, crucially fixing a game-breaking bug that sometimes occurred during certain prologue cutscenes.
See the changelog below for details.
Changelog
Fixed sometimes dying during prologue cutscenes
Fixed the player briefly moving faster than the maximum speed after using Azura's Homing Attack
Fixed being able to turn around during the wind-up of Azura's Homing Attack
Fixed Leaflies sliding slightly when they spawn with their move speed set to 0
A new patch has been released for Vibrant Venture fixing a few critical bugs. See the changelog below for details. Changelog Fixed being able to select and enter another during a level transition Fixed being able to clip into ceilings and floors by swapping characters while using
A new patch has been released for Vibrant Venture fixing a few critical bugs. See the changelog below for details.
Changelog
Fixed being able to select and enter another during a level transition
Fixed being able to clip into ceilings and floors by swapping characters while using Azura's Homing Attack
Fixed being able to reach abnormally high speeds by swapping characters during Azura's Homing Attack
Another patch with more fixes! We also redesigned a small section at the end of the first section in 1-2 and updated the moss tiles in World 1 to prevent them from blending in with the Brachin Goo tiles. Changelog Redesigned the final area in the first section of 1-2 Updated the
Another patch with more fixes!
We also redesigned a small section at the end of the first section in 1-2 and updated the moss tiles in World 1 to prevent them from blending in with the Brachin Goo tiles.
Changelog
Redesigned the final area in the first section of 1-2
Updated the moss tile color in Forever Fall Forest so it no longer blends in with Brachin Goo tiles
Fixed the Pet Selector showing its no-subscriptions message while your subscribed Workshop pets were still downloading
Fixed the sign and return door from the 1-2 minigame persisting after losing and then winning
Fixed camera jitter when using Pistachio's Vine Stab in anti-gravity
Fixed the character wheel's open prompt reappearing after crossing a character barrier with the wheel open
I was recently at a convention where people who'd never played the game before gave it a shot, which led to discovering a few issues! The serious ones are fixed in this update, and I also redesigned the Pet Selector menu to make room for a new "Browse" button. This allows you to
I was recently at a convention where people who'd never played the game before gave it a shot, which led to discovering a few issues!
The serious ones are fixed in this update, and I also redesigned the Pet Selector menu to make room for a new "Browse" button. This allows you to open the Steam Workshop directly from within the game!
That's all for this minor update while we continue working on upcoming Beta 8 update! Stay tuned!
Changelog
Reworked the Pet Selector menu
New improved layout and a new "Browse" button
Fixed a tile error in 1-2
Fixed gems sometimes not being picked up while using the Gem Magnet upgrade
Fixed unfair enemy placement at the end of 1-4's first section
Fixed incorrect copyright year in the title screen
Fixed the Pets menu not auto-selecting the first pet when the Steam Workshop tab is active on controller
Another small patch fixing a crash and some major issues with the camera during prologue cutscenes! Changelog Fixed the game sometimes crashing during scene transitions Fixed camera issues during prologue cutscenes
Another small patch fixing a crash and some major issues with the camera during prologue cutscenes!
Changelog
Fixed the game sometimes crashing during scene transitions
Another little patch for ya which fixes some annoying issues! Changelog Fixed players sometimes falling through platforms on lower framerates when respawning in the Level Builder Fixed being unable to see other players' names in 3-Bonus during a multiplayer session
Another little patch for ya which fixes some annoying issues!
Changelog
Fixed players sometimes falling through platforms on lower framerates when respawning in the Level Builder
Fixed being unable to see other players' names in 3-Bonus during a multiplayer session
Just a small patch fixing a couple of issues, the most annoying of which was in the Level Builder! Changelog: Fixed being invincible in the Level Builder Fixed the Homing Attack momentarily tinting the player gray upon being used
Just a small patch fixing a couple of issues, the most annoying of which was in the Level Builder!
Changelog:
Fixed being invincible in the Level Builder
Fixed the Homing Attack momentarily tinting the player gray upon being used
Hey all, while we continue to chip away at the Beta 8 update, here's a little accessibility update with some bug fixes sprinkled in! We've added a new Game Speed modifier to Assist Mode! This lets you slow the game down to whatever feels comfortable, giving you more time to nail
Hey all, while we continue to chip away at the Beta 8 update, here's a little accessibility update with some bug fixes sprinkled in!
We've added a new Game Speed modifier to Assist Mode! This lets you slow the game down to whatever feels comfortable, giving you more time to nail tricky jumps and dodge enemies.
Changelog
Added a new Assist Mode modifier: Game Speed
Allows you to adjust the game speed
Does not affect cutscenes
Lowest possible value is 50% game speed
Fixed a softlock at the end of 3-Boss
Fixed camera issues with Magnet Shooters in the Level Builder
Fixed an issue in Gauntlet levels where the camera wouldn't show the awarded coins
Fixed the move prompt in the intro cutscene rendering above the menu backdrop
Fixed dropdowns in the Pet Maker rendering incorrectly
Fixed visual issues when using the Control Mapper in the Title Screen
A new minor update is available for Vibrant Venture featuring a new character wheel open prompt UI, improved Xbox controller support on Linux, bug fixes and more! The new "Open" prompt is intended to help new players build the habit of opening the character wheel when swapping ch
A new minor update is available for Vibrant Venture featuring a new character wheel open prompt UI, improved Xbox controller support on Linux, bug fixes and more!
The new "Open" prompt is intended to help new players build the habit of opening the character wheel when swapping characters, which activates slow motion and makes the mechanic easier to learn early on.
Here's how it looks in-game (and don't worry, you can disable it in the Options menu!):
Changelog:
Added a new open prompt UI for the Character Wheel
Can be disabled in the options menu
Increased the default slow-mo duration while the Character Wheel is open
Changed the "Longer Slow Mo" upgrade to "Infinite Slow-mo"
Now gives you unlimited time to swap characters while the Character Wheel is open
Reduced the price to 50 gems
Reduced the blur intensity during slow-mo
Improved Xbox controller support on Linux
Fixed blur not covering the entire screen during slow-mo
Fixed a camera snap when shooting off the Magnet Shooter
Fixed the Iron Oyster not draining while on the Magnet Shooter
Fixed an issue where opening the Character Wheel and switching characters while using an ability could cause the wheel to move back to its original position while slow-mo was active
Fixed Quantum Heart clones spawning with an offset based on the player’s position, which could cause them to become stuck in the ground
Get ready to experience a new Vibrant Venture spinoff: lemon 🍋 In this objectively better game, you collect lemonade, solve the mysterious Cardinal apparition and get your teeth kicked in by its brutal difficulty and boss fights! Do you have what it takes to conquer lemon? I dou
Get ready to experience a new Vibrant Venture spinoff: lemon 🍋
In this objectively better game, you collect lemonade, solve the mysterious Cardinal apparition and get your teeth kicked in by its brutal difficulty and boss fights!
Do you have what it takes to conquer lemon? I doubt it.
Based on player feedback, we've made a few more adjustments to the level scoring system to make it less punishing overall. The time penalty has been reduced, the damage penalty now has a cap, and the death penalty has been reworked into a tiered system where the first few deaths
Based on player feedback, we've made a few more adjustments to the level scoring system to make it less punishing overall.
The time penalty has been reduced, the damage penalty now has a cap, and the death penalty has been reworked into a tiered system where the first few deaths are punished more heavily than the ones that follow.
Give it a try and let us know how it feels!
Changelog:
Reduced the time penalty for slower level clears
Added a tiered death penalty, with heavier penalties for the first few deaths and smaller penalties after that
A new minor update has been released for Vibrant Venture! This update adds Challenge Coins to the Level Builder , allowing you to create optional challenges and routes in your custom levels! The "My Levels" menu has also been updated, now displaying your best gem score, highest c
A new minor update has been released for Vibrant Venture!
This update adds Challenge Coins to the Level Builder, allowing you to create optional challenges and routes in your custom levels!
The "My Levels" menu has also been updated, now displaying your best gem score, highest coin total, and fastest completion time for Workshop levels!
Scoring has also been rebalanced (again!): taking damage in a level now deducts points, and slow clears are penalized more heavily (making fast runs more important for S+)! And since points are now harder to get, dying no longer prevents you from getting S+ in a level.
On top of that, we've made a few gameplay balance tweaks around Fairy Bottle gem drops, and rolled in a batch of general bug fixes and improvements!
See the changelog below for details.
Added Challenge Coins in the Level Builder
Updated the "My Levels" menu in the Level Builder
Each Workshop level now shows your best gem score, highest coin total, and fastest completion time
Updated the level scoring system:
Taking damage now penalizes you with 25 points for each time you take damage
Finishing a level slowly now penalizes you much more than before, making fast clears more important for S+
Dying no longer prevents you from getting S+
Fairy Bottles now only drop one large gem when both the Fairy Bargain upgrade and the Risk and Reward upgrade are equipped
Fixed Fairies flying away when taking damage while the Risk and Reward upgrade is equipped
Fixed an issue where levels you created and uploaded to the Steam Workshop would show the intro text as just "by" with no name
Fixed the Steam Workshop upload modal header not wrapping correctly in the Level Builder
Fixed Azura's Dash failing to trigger when dashing into a ceiling in anti-gravity
Fixed an issue where you could open the Pet Selector in the Pet Maker while uploading your pet to the Steam Workshop
Fixed an error after refreshing Steam Workshop pets that could break the selection highlight when equipping a Workshop pet
Fixed local levels and Workshop levels being misaligned in the Level Builder "My Levels" menu
A new minor update has been released for Vibrant Venture! For this update, we redid all of the house sprites for the town - check out some of the comparisons below: We also introduced a few balance changes to the scoring system. Firstly, each death now deducts 50 points from your
A new minor update has been released for Vibrant Venture!
For this update, we redid all of the house sprites for the town - check out some of the comparisons below:
We also introduced a few balance changes to the scoring system.
Firstly, each death now deducts 50 points from your final score. And regarding ranks: the S+ rank is no longer obtainable if you die at any point during a level, regardless of your final score! This change might be a too harsh, so we're open to feedback and may revert it if players dislike it. Please give it a try and let us know what you think!
And of course, a few bugs were fixed too! See the changelog below for details.
Updated Cardinal's house sprite and colliders in 1-Town
Updated Pistachio's house sprite colliders in 1-Town
Updated the inn building sprite and colliders in 1-Town
Updated the Shop building sprite and colliders in 1-Town
Updated the background house sprites in 1-Town
Added a death penalty to levels:
Each death deducts 50 points from the final score
S+ rank is no longer obtainable if you die during the level
Added invincibility frames shortly after the windup begins for Azura's Homing Attack
Fixed the player briefly appearing when exiting Pistachio's house before the door animation played
Fixed being able to close the Level Select while entering a level
Fixed being unable to change camera zoom in the Options menu while the camera is zooming out
This patch fixes an issue in the Level Builder: mislabeled buttons in the upload menu, which understandably caused confusion when trying to upload a custom level. Sorry about that! See the changelog below for details. Fixed mislabeled buttons in the Level Builder upload menu (Can
This patch fixes an issue in the Level Builder: mislabeled buttons in the upload menu, which understandably caused confusion when trying to upload a custom level. Sorry about that!
See the changelog below for details.
Fixed mislabeled buttons in the Level Builder upload menu (Cancel showed "Button" and Upload showed "Cancel")
This patch fixes a softlock and some other weird issues related to the new prologue cutscene. Once again, this was reported by our amazing Discord community ! See the changelog below for details. Fixed viewing the red Power Crystal prologue cutscene in the town causing you to rea
This patch fixes a softlock and some other weird issues related to the new prologue cutscene. Once again, this was reported by our amazing Discord community!
See the changelog below for details.
Fixed viewing the red Power Crystal prologue cutscene in the town causing you to reappear near Cardinal's house
Fixed viewing the red Power Crystal prologue cutscene in the town disabling input after the cutscene finishes without skipping
Fixed being able to pause the game while watching the red Power Crystal prologue cutscene through the Temple
This patch fixes a few visual issues reported on our Discord server . Thank you for the reports! See the changelog below for details. Fixed a tile error in 2-S Fixed the "No-hit failed!" notification not working properly for boss levels Fixed jumping in front of Hickory's shop in
This patch fixes a few visual issues reported on our Discord server. Thank you for the reports! See the changelog below for details.
Fixed a tile error in 2-S
Fixed the "No-hit failed!" notification not working properly for boss levels
Fixed jumping in front of Hickory's shop in the World Map rendering the player behind the poles
Fixed jumping in front of the mushrooms near 1-Boss in the World Map rendering the player behind the mushroom
Fixed long level names overflowing in the Level Builder
IT'S TIME FOR A NEW MAJOR UPDATE!! And possibly the final major beta update ..? I'll explain everything as we go. This update is huge. Like, stupidly huge. I even managed to implement online multiplayer , something I've been strictly opposed to since the game's inception! Let's g
IT'S TIME FOR A NEW MAJOR UPDATE!!
And possibly the final major beta update..?
I'll explain everything as we go.
This update is huge. Like, stupidly huge.
I even managed to implement online multiplayer, something I've been strictly opposed to since the game's inception! Let's go over the biggest new features and discuss the future of the game.
Online Multiplayer
Vibrant Venture now features peer-to-peer online multiplayer through Steam!
You can connect to friends' game sessions by opening the pause menu, going to the multiplayer tab and clicking "Join Game". Or, you can host your own session and have friends join!
Multiplayer works similarly to how it used to work back in the crusty old Roblox version. You can see other players connected to the same session, but the game is still a singleplayer experience at its core.
This lets you complete the game alongside a friend while still maintaining the curated experience only a singleplayer game can deliever. I understand that some of you wanted a full multiplayer campaign, but this would require rebuilding the entire game from the ground up as a multiplayer experience, which is obviously not something we're interested in doing. Consequently, what we have today is the best possible compromise.
Because this is the very first version of online multiplayer, there will be bugs. Please report anything you find on our Discord server!
World 3 Boss
Finally, after years of planning, experimenting, failing, and restarting, we landed on something we're happy with for 3-Boss - a fight against Violastro on the peak of Starlight Summit!
This is by far the most ambitious boss fight we've ever created, and there were multiple failed iterations along the way. Originally, we wanted you to climb a tower in a 3D perspective, and while we managed to develop a functional version after a few scrapped versions, it ended up just being plain unfun.
There's only so much you can do when the core concept of a boss fight revolves around climbing up a tower that loops around itself. It just wasn't fun, so we made the tough decision to scrap this idea.
To reach this boss, you'll first need to conquer an entire level built around unique mechanics - the fight doesn't start until you've earned it!
Keep in mind that 3-Boss is still subject to change! We are actively looking for feedback on the level - if you have any thoughts or suggestions you'd like to share, please come and talk to us on our Discord server.
We also have not had time to add any cutscenes to 3-Boss yet, which we plan on doing in the future.
New Upgrades
This update features seven new upgrades. That's a lot!
We won't cover all of them in detail here, as they are explained in the changelog further down and are honestly way more fun to discover on your own. Crucially, however, the new upgrades alter your abilities and movement, making for a completely different gameplay experience!
Also, it's now possible to have SIX upgrades equipped at once, so try and find the best combination that suits your playstyle!
2-2 Visual Overhaul
The second level in World 2 has a shiny new look, featuring brand new tiles and backgrounds!
We made an entire video about this here if you want to see a deep dive comparison:
For our builders, the Level Builder features six new tiles and two new themes, all of which are based on the new 2-2 graphics!
The Level Builder also features several key bug fixes, making for an overall improved experience.
New Cutscenes
A new prologue cutscene has been added, delving further into the origins of the Harmony Ring and Hickory's role in the story!
There's way more going on between the lines than you might think...
World Map Collectibles
Gems are now scattered across the World Map, with larger ones tucked away in hidden corners waiting to be discovered!
With the introduction of new upgrades, we wanted players to have more ways to collect gems while also rewarding exploration throughout the world.
Hickory's Shop
The shop is now accessible directly from the World Map through Hickory's traveling stands!
Each stand comes with its own bit of unique dialogue from Hickory, making upgrades feel more like a part of your journey rather than just a menu option.
UI Updates
Most of the game's menus and user interfaces have received a visual refresh, along with some functional improvement! Animations, interactions, and layouts have been touched up to create a smoother, more consistent experience.
Check out the new the Totals menu:
And the updated Options menu:
If you zoom in on the text, you might also notice that all text elements have been updated to a new crisp, pixel-perfect text and outline rendering system. This change makes every UI element feel much more at home with the game's pixel art style!
Custom Levels Now Track Completion
The Level Builder now shows which Steam Workshop levels you've completed, along with your best clear times! Perfect for tracking your progress and chasing new personal bests.
New Scoring System
We've completely overhauled the scoring system! Points are now calculated with a smarter, fairer algorithm that better balances exploration and speedrunning, instead of heavily favoring just one playstyle.
Whether you're combing every corner for collectibles or racing to the finish, your score now reflects your playstyle much more accurately.
And a Few Extra Touches...
This update also includes plenty of small but meaningful improvements across the game world - visual polish, smoother gameplay, and a few welcome quality-of-life tweaks that make everything feel more cohesive.
Fluppy Animations
The Fluppies and Grand Fluppies have received new animations on the World Map, giving these familiar fish more life and personality as you travel through Sparklestone Shores.
Visual Updates
The final section of 3-G has been visually refreshed.
Water tiles now feature improved visuals and smoother animations.
The climbable vine tiles in Forever Fall Forest have also been updated to better fit with the environment.
Enemy Sprite Improvements
Several enemies have received updated sprites and animations, including Leafly, Bramble Bopper, Flathead Bopper, Spewshroom, Big Beak, and Jester Shrimp! These improvements make the enemies look cleaner and more polished without changing their original designs.
Camera Improvements
The level camera now tracks the player much more smoothly, finally eliminating jitter for good!
Challenge Coin Rewards
Collecting a Challenge Coin you’ve already obtained now grants gems as a small bonus reward - giving players an extra reason to revisit completed levels!
The Serious Part - Vibrant Venture's Future
And now we get to the dreaded section - the future of Vibrant Venture.
Vibrant Venture has been in active development since late 2018 - around 7 years of work, passion, and persistence. From the very beginning, it has always been a hobby project. I now work full-time as a software engineer, and while I still love creating games, I need to dedicate more time to my family, health, and career.
Because of that, Beta 7 will likely be the final major beta update. There may still be one more beta after this - a potential Beta 8 - but if it happens, it won't be on the same scale. It would mostly serve as a smaller, transitional update to bridge the gap between Beta 7 and the full 1.0 release.
From there, the next big step is the full 1.0 release - and not just a label saying "done", but a proper update in itself that will complete the story and wrap up the game as a whole.
So yes - 1.0 will be a major update of its own.
Over the years, the scope of the project has changed; team members have come and gone, and while we originally planned for 5 worlds with 4 levels each, we ended up with 3 much larger worlds packed with more content than we ever intended. As much as we love improving and expanding, we've realized that over-ambition and perfectionism can slowly kill a project, and we want to finish strong instead of dragging things out.
Our current goal is to create the game's finale following the newly released 3-Boss - a proper conclusion to the story. This will also open the door for something many players have asked for: console ports. But those can't happen until the game is fully finished.
Maybe we'll continue working on Vibrant Venture after 1.0 - who knows? Maybe we'll do a 1.1 update or something. There are no guarantees. What matters most right now is wrapping it all up so we can finally say: "Yep, the game is finished, fully playable, and available on these platforms."
We've never made much money from the project, and we're far from being a big studio. Vibrant Venture has always been a passion project - something we've built in our free time for years. But as life moves on, so must we. It's time to bring this adventure to a close - properly, proudly, and with the love it deserves.
After more than half a year of development, the Vibrant Venture Beta 7 Update is almost here! This update brings two of the biggest additions yet: online multiplayer and the long-awaited World 3 boss fight . Online Multiplayer Play alongside your friends through Steam's peer-to-p
After more than half a year of development, the Vibrant Venture Beta 7 Update is almost here! This update brings two of the biggest additions yet: online multiplayer and the long-awaited World 3 boss fight.
Online Multiplayer
Play alongside your friends through Steam's peer-to-peer system! Host or join sessions and experience Vibrant Venture together - while keeping the core singleplayer feel intact.
World 3 Boss - Violastro Awaits!
Face Violastro atop Starlight Summit in our most ambitious boss fight yet! The scale and complexity of this encounter, both in gameplay and visuals, pushed us to our limits, and we can't wait for you to play it!
New Gameplay Trailer
Watch the new trailer featuring multiplayer and the 3-Boss fight:
These are just some of the new features coming - there's much more, including gameplay-altering upgrades, new Level Builder content, a complete visual overhaul of level 2-2, and more!
Vibrant Venture Beta 7 launches November 22!
Join our Discord server to share your excitement and prepare for the update! You can also follow us on our social media:
This patch fixes one (1) single issue with the World Map. If you saved in certain spots and then reloaded, you would appear on the wrong layer and outside the map. Now, thanks to this patch, you'll spawn where you should spawn, and not out of bounds. That's all.
This patch fixes one (1) single issue with the World Map.
If you saved in certain spots and then reloaded, you would appear on the wrong layer and outside the map. Now, thanks to this patch, you'll spawn where you should spawn, and not out of bounds. That's all.
Two more issues were recently discovered in the Level Builder. Rather than waiting for the upcoming Beta 7 update, I've decided to release these fixes immediately! Fixed Brachin Goo not connecting to ground tiles in the Level Builder Fixed a bug that caused graphical artifacts wh
Two more issues were recently discovered in the Level Builder. Rather than waiting for the upcoming Beta 7 update, I've decided to release these fixes immediately!
Fixed Brachin Goo not connecting to ground tiles in the Level Builder
Fixed a bug that caused graphical artifacts when holding down the left mouse button with a slope tile selected in the Level Builder