Small patch Oct 13
- Fixed a small localization error
- Fixed a small localization error

- Fixed a small localization error
- Fixed a small localization error
- Practice mode collision boundaries are now visible also in checkpoint 5-3 after the player has completed the whole game. It's the one where the path is hidden under the snow. - Modified the trigger zone of the second boat at the end of the last checkpoint. The boat is triggered
- Practice mode collision boundaries are now visible also in checkpoint 5-3 after the player has completed the whole game. It's the one where the path is hidden under the snow.
- Modified the trigger zone of the second boat at the end of the last checkpoint. The boat is triggered a tiny bit later now and it doesn't depend so much on the direction you are coming from.
- Added menu missing localizations from the previous updates
Collision boundary view for Practice Mode Added an option to show the collision boundaries of the game in Practice Mode. I decided to add this as it is not always clear where the collision boundaries are in the game and what can you actually collide against. Doing a complete grap
Added an option to show the collision boundaries of the game in Practice Mode. I decided to add this as it is not always clear where the collision boundaries are in the game and what can you actually collide against. Doing a complete graphics overhaul would be too time-consuming, but I think this is a great way to learn where the actual collision boundaries are in some confusing places.
Added a new game mode, Permafall Changed the requirement for the zero fall achievement to complete the game using the new game mode instead Added two new achievements. Managing to complete 33% and 66% of the map in the new game mode. Permafall has a separate high score for how mu
I added the mode so that the zero fall run would need to be done without checkpoint reset abuse and because of the same reason, the Permafall run needs to be completed in one go, there are no saves. The game can be paused to the menu though.
The previous game version is available in the Steam beta branch "v1.1.0" if you face game-breaking bugs with the new patch.
Thank you Challenge Enthusiasts for feedback on the game.
Practice Mode Added separate practice mode where you can jump to any checkpoint you have reached so far. This can be used to help train for better speedrun tactics or to overcome the (maybe even too) unforgiving + 1 - 2 sections. The mode includes a simple timer that resets with
Added separate practice mode where you can jump to any checkpoint you have reached so far.
This can be used to help train for better speedrun tactics or to overcome the (maybe even too) unforgiving + 1 - 2 sections.
The mode includes a simple timer that resets with every reset so that you can time your individual checkpoint times.
I will look into saving local high scores of each checkpoint and time trials/leaderboards for the checkpoints. This can be a bit problematic though because of the continuous nature of the track, the time can be from a standstill start or with velocity acquired when coming from the previous checkpoint. I will see how much work this will be.
Localizations will come in future patches.
I think the game ended up even a bit too hard, especially in the first half. I added couple of checkpoints and tuned some sections a bit easier. - Add two more checkpoints to Part 2(Tuul) - Tune the first duo section a bit easier - Small tuning to some obstacle parameters in diff
I think the game ended up even a bit too hard, especially in the first half. I added couple of checkpoints and tuned some sections a bit easier.
- Add two more checkpoints to Part 2(Tuul)
- Tune the first duo section a bit easier
- Small tuning to some obstacle parameters in different places
After over two years of working on this project, I'm thrilled to say it is now finally released and I'm really looking forward to the first play-throughs. This was my first game, I made it as a solo developer, with my own engine, and even made half of the assets myself. Not the f
After over two years of working on this project, I'm thrilled to say it is now finally released and I'm really looking forward to the first play-throughs.
This was my first game, I made it as a solo developer, with my own engine, and even made half of the assets myself. Not the fastest way to make a game and especially for this type of game, which focuses heavily on the movement mechanic and speedrun potential, maybe even a bit stupid way of doing it :D But I'm very proud of myself that I managed and from time to time I even feel very amazed by what I have created.
I really love hard games and games that focus on you as a person learning something to get through the game, be it finger dexterity or solving a logic puzzle. Games that rely more on the skill of the player than luck or just time. I hope this game catches some of that.
Hope you'll enjoy the game! And thank you to everyone who motivated me to get this finished!
Thanks,
Taavi