Xross Dreams is part of a series called the Moon Wars. A Beginning is another game in the series. A Beginning takes places roughly 700 years before Xross Dreams. Your data in A Beginning will carry over to Xross Dreams if you beat the game. A Beginning on Steam Thank you for your
Xross Dreams is part of a series called the Moon Wars.
A Beginning is another game in the series. A Beginning takes places roughly 700 years before Xross Dreams. Your data in A Beginning will carry over to Xross Dreams if you beat the game.
Thank you for your patience. Please enjoy this 2D sidescrolling hero simulator. Xross Dreams will continue to receive support in the future, and more will be possible with the success of the Moon Wars.
Brief hotfix patch. I'm frying bigger fish right now, but these things needed addressing. Hive's Hold Timer now properly depletes in the rear position (relative to your Pressure, just like in the front position). This solves an issue where she couldn't be tagged back in if you ta
Brief hotfix patch. I'm frying bigger fish right now, but these things needed addressing.
Hive's Hold Timer now properly depletes in the rear position (relative to your Pressure, just like in the front position). This solves an issue where she couldn't be tagged back in if you tagged out during a chain.
Bear no longer randomly crashes the Piece Selector.
The next patch is taking a while for artwork reasons. Thank you for your patience.
Audio fixes all around. Mostly Robot attacks that didn't respect volume settings and now do. A bunch of crashes were fixed. There's still a way to make the game softlock after somebody dies online. I cannot recreate it. Until I can, I can't fix it. Thank you for your patience. Be
Audio fixes all around. Mostly Robot attacks that didn't respect volume settings and now do. A bunch of crashes were fixed.
There's still a way to make the game softlock after somebody dies online. I cannot recreate it. Until I can, I can't fix it. Thank you for your patience.
Bear still has a glitch where they do +1 damage on the first hit of a chain. They probably need it. I'm not touching anything related to balance for the forseeable future. Good luck out there.
You may have noticed the profiles slowly being uploaded to the Xross Dreams twitter page. These images (transparent and max resolution) will be added to the Gallery once all of them are uploaded, which should coincide with the anniversary of the game.
Thank you very much for playing Xross Dreams. If more people play it, maybe something special will happen? The game is on sale this week to facilitate this.
Xross Dreams, v1.35 Patch Notes: Fixed a rounding error in Hive's pressure calculations. This means that Hold Time should gradually scale downward starting at 10 seconds, instead of how it used to never get slower until it immediately got way too fast. Hive's cursor now appropria
Xross Dreams, v1.35 Patch Notes:
Fixed a rounding error in Hive's pressure calculations. This means that Hold Time should gradually scale downward starting at 10 seconds, instead of how it used to never get slower until it immediately got way too fast.
Hive's cursor now appropriately moves downward when there is a visible Crush Wall.
Skeleton can no longer infinitely displace pieces.
Journey appropriately self-destructs in the rear position.
Under no circumstances is it possible to tag into a dead Dreamer.
Fighter's Puzzle damage targets altered to be possible with up-to-date damage calculations. The original Tech Bonus puzzle is now a Displacement Bonus puzzle.
Xross Dreams, v1.34 Patch Notes: Fixed the "End-of-Turn Switch to kill your whole team" bug. I still kept the functionality where you choose which screen takes damage, but the self-destruction option no longer annihilates both Dreamers. Event readout display visuals recalculated.
Xross Dreams, v1.34 Patch Notes:
Fixed the "End-of-Turn Switch to kill your whole team" bug. I still kept the functionality where you choose which screen takes damage, but the self-destruction option no longer annihilates both Dreamers.
Event readout display visuals recalculated. Information should display where your drop point was all the time, now, regardless of resolution and player side.
Completely rewrote Dreamer Select netcode. Since lag isn't a real issue on the selection screen, I reprogrammed Selection so that you send memory states instead of inputs. This makes it functionally impossible to desync on Dreamer Select, but you may occasionally see the banners have the wrong visuals (despite the correct Dreamer being selected) if people mash through it.
Hive now instantly dies if you take more than 56 rows over the top of the board in damage. This fixes a crash in the most violent way possible.
Xross Dreams, v1.33 Patch Notes: Tyrannosaurus Red Dinorbs now colored properly when you lose your colors. I'm the only one who would notice. Dinosaur no longer picks impossible Push patterns against Journey. This fixes a crash. Thinker no longer gets stuck in a chain timer loop
Xross Dreams, v1.33 Patch Notes:
Tyrannosaurus Red Dinorbs now colored properly when you lose your colors. I'm the only one who would notice.
Dinosaur no longer picks impossible Push patterns against Journey. This fixes a crash.
Thinker no longer gets stuck in a chain timer loop if you crack open a Shell in extremely specific ways. This fixes a soft lock scenario.
Thinker can no longer grab or drop pieces while Shells are cracking. This is related to the above fix, and fixes some strange issues with temporarily disappearing pieces.
Fixed some Sandbox crashes involving the Hit Me With menu.
Fighter, Robot, Goddess, Skeleton, Comet, Hive, and Dinosaur now use updated softening timing. To achieve parity with Thinker, which was updated to achieve parity with the game that inspired Thinker, all these Dreamers now soften Hard pieces mid-ignition. What this means is that pieces softened can be ignited simultaneously as they are softened. This is an edge-case scenario bugfix that theoretically makes it easier to fight Thinker but should ultimately affect nothing in the long run.
When a cutscene is triggered online by a remote opponent, you roll back to the frame they were at when they lost the Dreamer. This solves some nasty timing disputes online.
Attacks sent online now are sent to a queue before manifesting instead of having their startup lengthened. This is hocus-pocus that prevents some extremely weird edge-case scenario desyncs online where somebody parries an attack that should have hit them already.
If you lose a Dreamer and are waiting at the cutscene for the opponent to catch up, extra protections are in place to make sure the final frame's inputs don't get dropped. This is more hocus-pocus that prevents an extremely specific edge-case scenario where exactly the wrong packet gets dropped, soft-locking the game.
What this mostly means is fewer desyncs, way fewer soft locks, and a lot fewer crashes. Thanks for your patience.
Xross Dreams, v1.32 Patch Notes: As Hive, Shells and Shell Towers properly carry chain values when opening. You can properly "garbage chain" just like in the inspiring games. Hive no longer gets posthumous bonus points for Escalating, causing a slight desync online. Hive's Hold T
Xross Dreams, v1.32 Patch Notes:
As Hive, Shells and Shell Towers properly carry chain values when opening. You can properly "garbage chain" just like in the inspiring games.
Hive no longer gets posthumous bonus points for Escalating, causing a slight desync online.
Hive's Hold Timer no longer depletes when Hive is in the rear position. This is a bugfix, but I imagine this affects some strategies.
Thinker's The Power now properly ignites in more situations. I went back to the arcade machine for the inspiring game and did a bunch of homework. You can now clear The Power if sandwiched between 2 fruit, if 2 of The Power are in a stack and drop onto a fruit/have a fruit dropped onto them, and/or if The Power is adjacent to a group of exploding fruit.
As Thinker, Hard Fruit properly softens mid-ignition.This is a doozy of a bugfix. I will apply this change to all other Dreamers in the next patch, but since it's such a huge engine change I want to dedicate more time to testing it and making sure nothing breaks. As per the inspiring game, Hard Fruit that softens will explode if touching a group of currently exploding fruit, which happens at least once every time. This is kind of a big deal. Anyway, this sometimes leaves a hard gap that goes away in a second. I'll see if I can't take care of that with the rest in the next patch.
Pause is no longer considered held if the round ends. No more frozen, floating thinking emoji.
ALL TURN-BASED DREAMERS NOW CHECK FOR DOWN BEFORE RECEIVING ATTACKS. This is a necessary engine change that absolutely results in fewer desyncs Online. If you Down ("top out") with incoming damage it will guaranteed hit the next incoming Dreamer. No more arguments between machines about whether or not you got KOed. This affects strategy somewhat, I'm aware, as now there is a clear divide between Down and KO when it comes to managing incoming attacks.
It looks like the future things I need to do to make the game work better online will also significantly affect the game offline. This wasn't the plan, but I will do what is necessary to improve the experience. Thank you for your patience.
Xross Dreams, v1.31. No patch notes. It's just netcode fixes. Less weird freezes during the fight. Better synchronization when Downs/KOs happen mid-fight. A preliminary solution to the perceived idea of somebody losing after the opponent has already lost on their end but before t
Xross Dreams, v1.31.
No patch notes.
It's just netcode fixes.
Less weird freezes during the fight. Better synchronization when Downs/KOs happen mid-fight. A preliminary solution to the perceived idea of somebody losing after the opponent has already lost on their end but before they see it due to lag, causing a potential Draw or Argument scenario.
Xross Dreams, v1.30 Patch Notes: As Hive, Shells that are in the process of opening will ignore adjacent clears. Bugfix. Reimplemented end-of-round handshake sequence. This absolutely results in fewer desyncs online, specifically those happening at the end of the round where a pl
Xross Dreams, v1.30 Patch Notes:
As Hive, Shells that are in the process of opening will ignore adjacent clears. Bugfix.
Reimplemented end-of-round handshake sequence. This absolutely results in fewer desyncs online, specifically those happening at the end of the round where a player perceives the other player as doing nothing when they were in fact fighting back. There were multiple parts to this fix, but needless to say this may be the final part of the netcode that needed my immediate attention. Preliminary testing showed that the problem is gone. Reports of mid-match desyncs were nonexistent after yesterday's patch, so this means that the netcode is finally no longer a thorn in my side!
Xross Dreams, v1.29 Patch Notes: Disabled fight counter achievements in Tournament Vs Mode. They were in a different part of the code and I overlooked them. If Hive gets hit (while not in Hold Time) but does not get brought above the Deadline, Hive receives a brief (15 frame) Hol
Xross Dreams, v1.29 Patch Notes:
Disabled fight counter achievements in Tournament Vs Mode. They were in a different part of the code and I overlooked them.
If Hive gets hit (while not in Hold Time) but does not get brought above the Deadline, Hive receives a brief (15 frame) Hold Time. This is to achieve parity with Panel de Pon, which has a slight delay before pressure restarts after you receive hits. 15 frames is a lot, though.
Isolated frame counters per each half of the engine, using the lower value to call once per frame engine updates online. This absolutely results in fewer desyncs online. Preliminary testing came up with perfect results. KO/Down cutscenes still perform slowly online (because of delay-based netcode instances that allow both players to load the next song), and it's possible to end matches slightly differently if somebody Downs when they were frames away from being KOed. However, desyncs during the match were not apparent, down to the frame.
Xross Dreams v1.26b patch notes that I didn't post last time: Fixed a typo in Fighter's scoring formula. Xross Dreams v1.27 patch notes: Push damage against Hive fixed for real. Any Push received as Hive will generate rows identical to those generated naturally by pressure or pre
Xross Dreams v1.26b patch notes that I didn't post last time:
Fixed a typo in Fighter's scoring formula.
Xross Dreams v1.27 patch notes:
Push damage against Hive fixed for real. Any Push received as Hive will generate rows identical to those generated naturally by pressure or pressing the Escalate button. This is so close to the intended behavior that I feel like a fool for not having done this before.
Added asynchronous Online Pressure management. This absolutely results in fewer desyncs online. In my search for what was causing rare desyncs that caused only a few frames of difference at very hard to catch times, I discovered the answer deep within myself. Pressure may take a moment to affect your opponent, but it will now be appropriately synchronized at all times.
Added dummy input buffer to allow both players to properly render cutscenes Online. This should prevent post-round soft-lock scenarios where the loser stops losing the frame that they lose.
I really wanted to avoid doing anything else that affects gameplay. I hope you can forgive me for doing this so close to Frosty Faustings. Anyway, if this fixes netplay the way I hope it does, we can finally move on to adding real extra content-- eventually!
Xross Dreams, v1.26 Patch Notes: Graphical artifacts fixed on Astronaut's hitstun. Hive's scythe animation properly timed. Tournament Mode completely disables all achievements instead of just some. Part of a desync prevention protocol. You won't see results yet, but you will next
Xross Dreams, v1.26 Patch Notes:
Graphical artifacts fixed on Astronaut's hitstun.
Hive's scythe animation properly timed.
Tournament Mode completely disables all achievements instead of just some.
Part of a desync prevention protocol. You won't see results yet, but you will next update.
I actually prefer "cleaning" or "rapid clears" to the word "downstacking," especially considering that not everybody builds/clears in the same direction in Xross Dreams. Cleaning also makes a lot more sense as a term. Xross Dreams, v1.24 Patch Notes: Fixed Goddess crash when open
I actually prefer "cleaning" or "rapid clears" to the word "downstacking," especially considering that not everybody builds/clears in the same direction in Xross Dreams. Cleaning also makes a lot more sense as a term.
Xross Dreams, v1.24 Patch Notes:
Fixed Goddess crash when opening Shells at specific y-values.
Secret character fixes: Bear/Big Bear Hold now dynamically sets its own volume on the fly. Pretty standard bug fix.
Secret character fixes: Bear/Big Bear Lock Delay now properly resets when using the Hold function. I noticed this when I fixed the above.
Standardized Push Violence against Fighter and Hive. Everybody else's already worked properly. Now, all regular Pushes ("regular" meaning from anybody but Dinosaur) use the same pattern (Comet's pattern). This obviously affects a couple secret characters.
Cleaned up Online timing synchronization code. If this affects anything, then you'll see slightly fewer freezes online.
Added placeholder Waiting... indicator when playing Online and the opponent is catching up to a cutscene that you are already rendering. This will become better-looking and fancier once I have the time and opportunity. For now, it should help make some moments that aren't actually freezes look less like the game has frozen.
What tech have you discovered? Are you finally starting to learn your mains?
Xross Dreams, v1.23 Patch Notes: Fixed random crashes when Hive sends Shells larger than size 6. The randomness was the problem, and thus has been removed. Fixed Journey's popup display to properly read out Charge Elements in the chain. Fixed Gifts of the wrong size/color being s
Xross Dreams, v1.23 Patch Notes:
Fixed random crashes when Hive sends Shells larger than size 6. The randomness was the problem, and thus has been removed.
Fixed Journey's popup display to properly read out Charge Elements in the chain.
Fixed Gifts of the wrong size/color being sent if done so in a combo between both Dreamers. This affects a variety of things including some crashes.
Removed some depreciated handshakes for now-fixed Online timing disputes. This should result in fewer strange freezes of the opponent's board online.
Added visual hint of gameplay style to Sandbox Dreamer Select if you have Beginner Info enabled for Player 1. This will not display if you switch to Familiar or Supreme Info (in the Dreamer pause options). By the way, the graphics for these hints are PNGs in %XD%\Content\GFX\menu\sandbox, so you're free to mod them if you must replace them with, say, screenshots of the games that inspired the Dreamers.
Honestly, I was hoping the first mod would be Goku.
It's very late, and there's a lot going on. Xross Dreams, v1.22 Secret Character fix: Enabling the Piece Selector for either Bear no longer breaks dynamic Gate calculations. Whoops! I'm too clever for my own good. There isn't always a Next piece. If you enable Piece Selector with
It's very late, and there's a lot going on.
Xross Dreams, v1.22
Secret Character fix: Enabling the Piece Selector for either Bear no longer breaks dynamic Gate calculations. Whoops! I'm too clever for my own good. There isn't always a Next piece. If you enable Piece Selector with Bear or Big Bear, the game now generates a placeholder set of gates for you (based off Big O, Cast in the name of God, ye not guilty).
Comprehensively rewrote Rocket Science mechanics. This is something of a series of bugfixes, but it was also something I saw coming. The engine simply couldn't have handled it the way I wrote it at launch. Anyway, Astronaut's Rocket Science is largely identical, but the edge cases (sometimes literal edge cases, like multiple Rockets causing science to occur in adjacent columns) now yield results. The big changes are multi-column science, returning wasted Slingshots, stacking everything at lower heights (for faster science), and getting more Fusions/Stars for inputting more Novas/Fusions.
Next week is going to be a doozy! I really want to make sure offline is clean before tournament season starts. Keep being puzzled!
Xross Dreams, v1.21 Patch Notes: Rollforward recalculated for Crush. Crush consists of 2 attacks-- destroying your Piece/Queue/Hand/Cursor and raising your Crush Wall. Since the former activates a rollback, it is not necessary (and may have caused timing disputes) for the latter
Xross Dreams, v1.21 Patch Notes:
Rollforward recalculated for Crush. Crush consists of 2 attacks-- destroying your Piece/Queue/Hand/Cursor and raising your Crush Wall. Since the former activates a rollback, it is not necessary (and may have caused timing disputes) for the latter to have rollforward applied to its startup.
Scoreboards now properly synchronized with save states. Oops.
Crush damage calculations now compensate for delay online in edge case scenarios. Spoilers.
Goddess's sounds are properly Instanced, affecting volume, stereo side, and memory management. This also nerfs mashing the C button with an empty meter. I'm sorry. You'll be compensated in a future patch.
Distortions will wait until the opponent catches up to that frame before being inflicted. If you distort the opponent online, there may be a delay before you see it go.
I got a spooky rollback glitch and I saw somebody else a spooky freeze online, but other than that I'm happy to report that people are playing the game successfully online! I'm still determined to achieve perfection. We're almost there.
Xross Dreams v1.20 Patch Notes: Memory management for sounds again, again, again. The Problem Sounds now only attempt to play instead of playing. This is a very toxic solution to a very stupid problem. It also guarantees no crashes from those situations ever again. The Set Inputs
Xross Dreams v1.20 Patch Notes:
Memory management for sounds again, again, again.
The Problem Sounds now only attempt to play instead of playing. This is a very toxic solution to a very stupid problem. It also guarantees no crashes from those situations ever again.
The Set Inputs screen in School lightens the background for keyboard users. So you can see the prompts, now.
Keyboard mapping in School updates every frame instead of just frames where you are pressing a single button. This fixes some weird problems where you had to hold the direction to pick a seat, and so on.
Selecting a Dreamer in School has a brief input lockout period. This prevents accidental double-clicks, which were rather regular occurences on keyboard
You can no longer select Random Dreamers in the Finale Plot. This fixes several bugs at the cost of requiring you to be decisive when it matters most.
Memory management fixes for plot cutscenes. Fixes weird crashes during plot cutscenes.
Online menus now properly scale with resolution.
Life/death statuses resynchronize when you load state online. There were specific ways to KO opponents who should still have been alive, if you hit them at specific times in specific ways during a series of online rollbacks.
Rollforward calculations cleaned up. This absolutely results in fewer desyncs online.Technical details: When you attack somebody online, the startup of the attack is modified relative to the lag differential at the time. This wasn't being applied as comprehensively as it could have been before, resulting in slight attack timing differences for Dreamers that can spam quick attacks, like Hive. When I tested this, I got frame-perfect timing every time when attacking opponents online. This might be the fix that fixes everything.
There is still a noticeable lag spike during a Down/KO cutscene online. It shouldn't affect gameplay, but I'll make it prettier once I'm sure the desync problems are done for.
Xross Dreams, v1.19 Patch Notes: Secret character stuff: Completely rewrote displacement code for Bear and Big Bear from scratch. I really hope I don't regret spending all my time doing this! I rewrote it from the ground up. I tested it all. Again. T-Spin doubles, T-Spin triples,
Xross Dreams, v1.19 Patch Notes:
Secret character stuff: Completely rewrote displacement code for Bear and Big Bear from scratch. I really hope I don't regret spending all my time doing this! I rewrote it from the ground up. I tested it all. Again. T-Spin doubles, T-Spin triples, J-spin doubles, J-spin triples, L-spin doubles, L-spin triples, counterclockwise and clockwise, both sides of the board. I deleted it all, rewrote them, tested them. I also rewrote Big Bears' displacement code. No failed wallkicks on open parts of the board. Big doesn't get the displace bonus (on purpose) but displacements work. SRS does 4 wallkick checks and I'm doing 7 (15 if you're Big). If you can find a setup that fails a rotation with a valid place for the piece to enter then I'm going to think you're a weirdo.
More on a secret character: Big Bear now properly displays the Gate, and will properly Down if the Gate is covered at the start of a new turn. No more shmup hitbox!
Escape now pauses instantly without needing to be held down. Did you know that you can pause on pad by holding any unmapped button?
Dinosaur no longer locks themselves out after chaining in the rear position.
Dinosaur's board now saves and loads row offsets properly in the Sandbox.
Added playing state exceptions to landing sounds, so they should no longer cause semi-random crashes if you play Drop-type Dreamers weirdly enough.
Xross Dreams v1.18 Patch Notes Further memory management passes related to a crash for garbage-collected sound effects. Volume stabilization pass related to the above. Secret character mechanical fixes: Bear rotation system expanded to include extraordinary displacements. The Sup
Xross Dreams v1.18 Patch Notes
Further memory management passes related to a crash for garbage-collected sound effects.
Volume stabilization pass related to the above.
Secret character mechanical fixes: Bear rotation system expanded to include extraordinary displacements. The Super Rotation System, which Bear mostly uses, has a matrix determining the outcome of a piece's displacement if a rotation fails due to existing pieces or lack of space on the board. I have expanded the possibilities beyond what the SRS normally declares to allow additional expected setups. This is most notable in L-spin Double setups such as Lilia, which now work properly instead of failing to spin.
There's a way to make the game desync online with Hive and I'll get to it next week. Thank you for understanding.