Version 13 - June 24th 2025: PlayForm Version 13: Added: Level: Added a new adventure level named Chasm Clamber. Will you make it to the top or die trying? A level that's hard as rock. Improvements: Object Physics: Seesaws now correct themselves and work better in general.
Version 12 - July 12th 2025: PlayForm Version 12: Added: Levels: Added a new level named Pendulum Panic. Can you survive the gauntlet? This new adventure level is not for the faint of heart. Levels: Added a new level named Slide. A sandbox level featuring a series of giant slides
Version 11 - August 8th 2024: PlayForm Version 11: Added: Levels: Added a new level named Ramp. A large ramp that is fun to toss physics objects down. Levels: Added a new level named Pit. A deep pit, try not to fall in. Levels: Added a new level named Drop. A place to drop your r
Levels: Added a new level named Ramp. A large ramp that is fun to toss physics objects down.
Levels: Added a new level named Pit. A deep pit, try not to fall in.
Levels: Added a new level named Drop. A place to drop your ragdolls.
Levels: Added a new level named Stairs. Let's take the stairs. Active ragdolls love the stairs.
Levels: Added a new level named Black Screen. This level is meant to make easy screenshots of in game content.
Levels: Added a new level named Green Screen. This level is meant to take gameplay video of the game and easily filter out the background to apply it into real world videos for fun.
Improvements:
Character Physics: Tweaked balance forces to help improve the naturalness and expressivity of character reactions.
Version 10 - February 29th 2024: PlayForm Version 10: Added: Levels: Added a new level named Waves. A chaotic experience of large walls of water, crashing, and surging across a vast area. Levels: Added a new level named Ocean. Try stay afloat on the platforms, visit the harbor, o
v1.9 - December 23rd 2023: PlayForm 1.9: Added: Levels: Added a new level named Megacity, a giant city level where you can swing between the buildings using your grappling hook, bungee jump with the rope gun, or just do some parkour. Levels: Added a new level named Ragtown, an id
Levels: Added a new level named Megacity, a giant city level where you can swing between the buildings using your grappling hook, bungee jump with the rope gun, or just do some parkour.
Levels: Added a new level named Ragtown, an idyllic town where you can relax or knock over all the contents of the different houses.
Levels: Added a new level named Complex, a mix of a tower, grass, water, parkade, and buildings.
Levels: Added a new level named City Detailed, every building can be entered in this small city level.
Improvements:
Breakable Windows: The windows of the city towers which can be entered are breakable.
v1.8 - July 10th 2023: PlayForm 1.8: Added Metal Objects: Steel Axel Steel Banner Blue Steel Banner Red Steel Base Bottom Steel Base U Steel Base Steel Beam 2 Steel Beam Brace Inside Steel Beam Brace Outside Steel Beam Brace Side Angled Steel Beam Brace Side L Steel Beam Brace Si
v1.7 - March 14th 2023: PlayForm 1.7: Added: Levels: Added a new level named Grassland Gallop, which features large rotating cylindrical terrain platforms, sharp spike fields, and purple toxic ponds. Items: Added placeable teleporters. When an object teleports from one location t
Levels: Added a new level named Grassland Gallop, which features large rotating cylindrical terrain platforms, sharp spike fields, and purple toxic ponds.
Items: Added placeable teleporters. When an object teleports from one location to another, its velocity relative to the entrance teleporter is maintained relative to the exit teleporter. In other words, a fast moving object will exit with the same speed that it entered, and the velocity and rotation of the teleporters themselves will affect the trajectory of objects passing through them.
Items: Added a telescoping checkpoint flag. This functions similarly to the original checkpoint item, but has a flag that will extend and glow when unlocked. These can be placed by players in Sandbox Mode and are featured in built-in levels.
Items: Added start pads. These function like regular checkpoints, but are configured to be the first checkpoint in the level. These can be placed by players in Sandbox Mode and are featured in built-in levels.
Items: Added Cartridge Goal. This is the retro game cartridge found at the end of Adventure levels that can be placed by players in Sandbox.
Items: Added Goal Zone. This acts like the retro game cartridge found at the end of Adventure levels, but is a volume that is triggered when any part of the player enters or touches it.
Improvements:
Character Physics: Revised jumping logic to be more responsive. While your character is in the process of completing one jump, the next jump can be queued and executed at the next moment of contact with a surface. Previously, chained jumps may be ignored if you attempt to execute them rapidly.
Character Physics: Revised jumping physics to be more consistent. The character will try to achieve a specific jump velocity upon launching from a surface. Previously a constant target acceleration was used which had inconsistent results.
Performance: Restored a previous low-level optimization that was removed in an earlier patch. Some tests indicate significant CPU performance boosts may be felt from reintroducing this optimization.
Audio: Added baked sound propagation to Rotating Ridge.
Items: Added descriptions for level creation items (visible in Item Library Inspector).
Levels: Improved baked lighting on Active Playground. Lightmap texel density is more efficiently allocated.
Levels: Improved baked lighting on Capsule Kingdom. Lightmap texel density is more efficiently allocated.
Levels: Fixed missing textures in Runtime Underground.
Levels, Performance: Removed invisible objects from Capsule Kingdom. This should slightly improve rendering speed and reduce VRAM usage.
Changes:
Characters: Removed caps for creating NPC characters in Sandbox Mode.
Checkpoints: When you respawn without selecting a spawnpoint, you'll be sent to the spawnpoint you last touched by default.
v1.6 - December 23rd 2022: Added: Levels: Added a new level named "Rotating Ridge", which features wind tunnels and multiple giant rotating propellers. Characters: Added AI-controlled characters with multiple behavior modes. AI: Added multiple behavior presets: Idle, Follower, Ev
AI, Inspection: AI behaviors can be tweaked in the inspector.
AI: Players can set what AI behavior their own character attains when entering God Mode.
AI, Inspection: You can configure what objects are targeted by cannons and AI characters by assigning tags to targets, and tag filters to targeting behaviors.
Inspection: Player jump strength values are editable.
Inspection: Player walk and run speed values are editable.
Inspection: Stan's acceleration multipliers are editable.
Inspection: Players can edit the animation playback speed of objects driven by animations instead of physics.
Items: Players can place "Respawn Zones" in their levels, which delete objects that touch them and respawn players.
Items: Players can place respawn points in their levels called "Checkpoints".
Improvements:
UI: Updated the appearance of UI elements. Modernized the appearance of the level selection screen.
Inspection: Players can self-edit using the Inspector Tool by right-clicking with it equipped. It is no longer necessary to enter God Mode or aim the gun at their foot.
PlayForm 1.5: Added: Inspector Tool: When equipped, you may edit the properties of objects in the level. For example, you can change an object's mass. Item Library Inspector: When selecting an object in the library, its properties will be displayed for editing in the right column
Inspector Tool: When equipped, you may edit the properties of objects in the level. For example, you can change an object's mass.
Item Library Inspector: When selecting an object in the library, its properties will be displayed for editing in the right column beneath the description. All new objects will use these properties when they are placed.
Saving: If you modify the properties of objects in a level, these values will be saved with the level.
Inspection: Exposed editable properties for some objects including Rigidbodies, Hinge Joints, Slammers, Cannons, Explosions, Lights and Audio Sources.
Improvements:
Item Library 3D Preview: Objects shown in the 3D preview will be rendered to imply scale by varying the viewing distance and angle of the preview viewport.
UI: Improved the automatic layout algorithm for dynamically placed UI elements, e.g. item lists, settings widgets, level selection panels. Elements can by centered and resized to nicely fit within their allocated screen real estate.
Fixes:
Item Library 3D Preview: Fixed an issue where objects will sometimes be rendered too large for the viewport to display correctly.
v1.4 - October 6th, 2022: Workshop In-game created levels and character skins can now be shared and downloaded from the Workshop! Here are some guides we made to help you get started: Wheel Placer Tool We added the ability to attach wheels to pretty much any object in the game. T
In-game created levels and character skins can now be shared and downloaded from the Workshop!
Here are some guides we made to help you get started: https://steamcommunity.com/sharedfiles/filedetails/?id=2870237931 https://steamcommunity.com/sharedfiles/filedetails/?id=2870267105 https://steamcommunity.com/sharedfiles/filedetails/?id=2870692096 https://steamcommunity.com/sharedfiles/filedetails/?id=2871052658
Wheel Placer Tool
We added the ability to attach wheels to pretty much any object in the game. The wheels are controlable (Forward, Unpowered, Backward), have suspension and are easy to tweak with the new joint editing redesign!
For details, please view this guide: https://steamcommunity.com/sharedfiles/filedetails/?id=2871774845
Added:
Added a wheel placer tool that activates when a wheel is equipped. Wheels with suspension and controllable speeds can be attached easily to any object with this tool.
Added Steam Workshop support.
Added a Workshop menu to view subscribed items and published items.
Added subscribed Workshop items to the 'load skin' file selector.
Added subscribed Workshop items to the 'load level' file selector.
Added a tab to the Sandbox menu that also displays workshop items from the 'load level' file selector.
Added a Workshop upload menu where a workshop item's content, image, title, description, etc... may be edited and shared.
Added a 'share' button to the Character menu that opens a workshop upload prompt for a saved skin.
Added a 'share' button to the in-game menu that opens a workshop upload prompt for a saved level.
Added a timer display that shows elapsed stopwatch time and physics time.
Added a banner at the end of Adventure Mode levels that displays the elapsed time.
Improvements:
Improved joint manipulation interface. When editing joints, a rigidbody must first be selected. Joints are then displayed and manipulated relative to that rigidbody.
Motor Joints can now be edited while placing a Wheel.
Updated look for the FPS display.
Item previews in the inventory are now the proper scale at all resolutions.
Fixes:
The game 'rules' that make a level Adventure Mode or Sandbox Mode now save and load.
Fixed a rare case where the loading screen would get stuck loading a missing scene.
Dropdown controls now scroll at a reasonable speed.
Fixed the missing magnifying glass icon on search bars.
v1.3 - August 23rd, 2022: Added: Steamworks - Updated to the Unity Steamworks API to the latest version. Steamworks - Added more detailed error reporting if the Steamworks API encounters trouble. Input Prompts - Added contextually important input prompts can now show prominently
v1.3 - August 23rd, 2022:
Added:
Steamworks - Updated to the Unity Steamworks API to the latest version.
Steamworks - Added more detailed error reporting if the Steamworks API encounters trouble.
Input Prompts - Added contextually important input prompts can now show prominently at the bottom center of the screen.
Input Prompts - Added contextual prompts to water slides that inform the player on how to slide.
Input Prompts - Added contextual prompts inside deep pits that inform the player on how to respawn.
Input Prompts - Added contextual prompts to the climbing obstacle in Active Playground's green fortress that inform the player on how to climb.
Input Prompts - Added a contextual prompt to the player's guide item (which is placed in the hotbar when starting in Sandbox Mode) that informs the player to read the guide for help.
Increased the NPC budget from 24 to 100.
Fixed:
Steamworks - Fixed an issue with Steamworks that prevented some users from launching the game.
v1.2 -August 11th 2022: Added: Added a dynamic version of the Galleon item. (The previous Galleon, now known as "Galleon (Stationary)", was static and unaffected by forces.) Added an empty-decked version of the Galleon as "Galleon Platform". Thrusters can now be controlled by the
v1.2 -August 11th 2022:
Added:
Added a dynamic version of the Galleon item. (The previous Galleon, now known as "Galleon (Stationary)", was static and unaffected by forces.)
Added an empty-decked version of the Galleon as "Galleon Platform".
Thrusters can now be controlled by the player similarly to motors.
Added Ball Pit Balls to Sandbox
Added Bar Slammer to Sandbox
Added Gear to Sandbox
Added Geo Roller to Sandbox
Added Snake to Sandbox
Added Spring Platform to Sandbox
Added Swivel Platform to Sandbox
Added Top Spinner to Sandbox
Added Top Spinner (Wide) to Sandbox
Added Tumbler to Sandbox
Added Tumbler (Narrow) to Sandbox
Changed:
When you scale objects with joints and motors, the force and torque parameters now scale correctly with the object to make their behavior more consistent between different scales.
The maximum thrust output of thrusters is now overall stronger. Take caution when attaching thrusters to very light objects!
The maximum thrust output of thrusters is now determined by the scale of the thruster instead of a separate parameter.
Increased the thrust strength and duration of rockets that detach from rocket slammers.
All obstacle objects with sharp pointy bits are now annotated with hazard colliders that will spear characters who touch it.
Fixed:
Fixed crash that occurs when deleting some objects with the delete tool.
Spinners (including those in Active Playground) rotate more slowly until the player grabs on, making them easier to grab.
Fixed twitching bug that sometimes occurs on dark grey ragdolls, especially visible in slow motion.
Reduced the likelihood of clipping artifacts appearing when the camera gets close to surfaces. This is especially noticeable in first person mode.
Fixed issue where players could not get close to rapidly spinning objects by using more conservative collision detection for these objects.
Removed erroneously added rope collision from "trigger" volumes. This should prevent ropes from seeming to collide with invisible surfaces.
Fixed incorrect underwater fog rendering that affected some levels.
Added reverb baking to every level. This should fix some of the odd reverb effects experienced in some levels.
v1.1 - July 30th 2022: Fixes: Joints will now save and load correctly. Joints, Motors, Hinges, etc... no longer break and face North saving and loading. Decreased base volume of music. Unmuting music will instantly begin a track, if one plays in the scene. Fixed a hole in the Run
v1.1 - July 30th 2022:
Fixes:
Joints will now save and load correctly. Joints, Motors, Hinges, etc... no longer break and face North saving and loading.
Decreased base volume of music.
Unmuting music will instantly begin a track, if one plays in the scene.
Fixed a hole in the Runtime Underground show room shelves.
Fixed the sliding limits of Beach Bench foot rests.
Text items now stick to surfaces more reliably, and the tack is a little bit harder to break loose.
Thrusters with no longer disappear on save / load.
PlayForm is out now on Steam! We look forward to everyone playing the game! :) The blue guy, named Stan, is a physically simulated character, also known as an "active ragdoll". An active ragdoll is basically a ragdoll with motor skills: He is constantly figuring out what muscular
The blue guy, named Stan, is a physically simulated character, also known as an "active ragdoll". An active ragdoll is basically a ragdoll with motor skills: He is constantly figuring out what muscular forces to apply to keep himself standing upright in response to gravity, collision, friction, impacts and whatever other physical challenges the world imposes. For example, if he is standing on an object that suddenly begins to move, you'll see him shift his weight to stay balanced, using his hands to get back on his feet if needed. If he is thrown into a wall - or a wall is thrown into him - he'll often brace for the impending impact by reaching in the direction it's coming from.
A challenge was making sure the character moves with the sort of agility you'd expect as a player. He still does things we don't anticipate: The character's abilities are not limited to what animations are available and can be improvised uniquely to the situation he is faced with.
For launch, we added in new levels, rope and elastic physics guns, traps, and our physics based grappling gun!
Thanks for watching our development progress and your comments!
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PlayForm is coming to Steam July 27th 2022! After celebrating, Stan decided to have some fun at his local Waterpark! To make flowing water for the waterslide, we placed several water volumes along the length of the slide. Then we can define the flow velocity for each volume in th
PlayForm is coming to Steam July 27th 2022! After celebrating, Stan decided to have some fun at his local Waterpark!
To make flowing water for the waterslide, we placed several water volumes along the length of the slide. Then we can define the flow velocity for each volume in the direction and speed that feels appropriate for sliding.
Buoyant objects will derive the flow from the water volume nearest to their center of mass.
River rendering by R.A.M - River Auto Material - https://assetstore.unity.com/packages/tools/terrain/r-a-m-river-auto-material-101205#description
Thanks for watching our development progress and your comments!
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Created a Massive Real-Time Buoyancy Simulation that creates a water turbulence hazard for our Active Ragdoll. Water impacts also produce tessellated dynamic waves! We wrote a custom buoyancy simulation that can simulate the buoyancy and drag forces of hundreds of rigidbodies (in
Created a Massive Real-Time Buoyancy Simulation that creates a water turbulence hazard for our Active Ragdoll. Water impacts also produce tessellated dynamic waves!
We wrote a custom buoyancy simulation that can simulate the buoyancy and drag forces of hundreds of rigidbodies (including the body parts of characters) in real time. Bodies of water can have their own individual densities, viscosities and velocities.
The size and density of objects will affect their interactions with the water. Larger objects have more surface area and thus produce greater drag when moving through water. Heavier objects however have more inertia and thus can bore through these forces without slowing down. If an object has a lower density than the fluid it resides in, it will float. Likewise, if it has a higher density, it will sink.
All of the forces applied by the buoyancy simulation are then processed into tessellated dynamic waves, audio and visual effects. Sounds, ripples and splashes will originate at the location a force was applied to a rigidbody, with an amplitude and quantity proportional to the strength of the force applied. These calculations are performed with the Burst compiler.
Ocean rendering and wave animations by Crest Ocean System - https://assetstore.unity.com/publishers/41652
Thanks for watching our development progress and your comments!
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I added water and swimming. By sampling from the velocity and height field of nearby water surfaces, the character calculates what forces to apply. You can feel the waves crashing into you as you swim through them! The character transitions to a swimming state depending on his cu
I added water and swimming. By sampling from the velocity and height field of nearby water surfaces, the character calculates what forces to apply. You can feel the waves crashing into you as you swim through them!
The character transitions to a swimming state depending on his current level of submergence in water. When in this state the character will orient his body in the direction of thrust. Notice when Stan grabs the underwater propeller, you can see the effect water drag has on his body in contrast to air drag. It forces his body to take a much more narrow profile.
I also wanted to work on the water acoustics so I made it when the camera dips below the water, an audio dampening effect is applied designed to mimic the sound of your ear hitting the water.
Ocean rendering and wave animations by Crest Ocean System - https://assetstore.unity.com/publishers/41652
Thanks for watching our development progress and your comments!
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During development, I wanted to test how the character responded to moving surfaces. The easiest solution seemed to be to create a rotating hollow cylinder as it had a constant predictable velocity, but kept the player contained within it. Turns out, it is also a lot of fun to me
During development, I wanted to test how the character responded to moving surfaces. The easiest solution seemed to be to create a rotating hollow cylinder as it had a constant predictable velocity, but kept the player contained within it. Turns out, it is also a lot of fun to mess around in!
You'll notice that some objects seem "stuck" to the inside of the cylinder. This happens due to centrifugal forces and can happen with the character as well - unless you can run fast enough to remain stationary.
Thanks for watching our development progress and your comments!
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When making the procedural climbing system, I wanted to ensure that Stan (our physically simulated human) could climb and grab on to both moving objects and complex surfaces. Once he reaches the top, he can vault over it without any additional effort by the player. I also made it
When making the procedural climbing system, I wanted to ensure that Stan (our physically simulated human) could climb and grab on to both moving objects and complex surfaces. Once he reaches the top, he can vault over it without any additional effort by the player. I also made it so that he transitions between hanging and climbing seamlessly.
I wanted to try something different that allows me to have this work with very minimal effort, no matter how complex the colliders are! This gives us the benefit of climbing working in real-time player created levels and also saves time when making levels.
Thanks for watching our development progress and your comments!
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Some more progress on development, we improved grabbing people in the game. Thanks for watching our development progress and your comments! Subscribe on Youtube: Follow us on Twitter: