Update Notes for 6-26-26
Changes: Added option to hide hint prompts in the preferences menu.

Developer posts and news about this game.

Changes: Added option to hide hint prompts in the preferences menu.

Changes: New TQE level. It is a bit sparse at the moment, with more puzzles to be added later. Subtle visual redesign for fixed hosts. The new recoil and scale changes can be toggled off in the preferences menu. Ejection boost momentum can now be applied to fixed hosts.

Changes: Added option to lock ejection controls to 8 directions. This allows the game to be played with a keyboard only, and is otherwise not recommended. Fixed typo in profile Log for Den. Fixed bug causing solid track hosts to only emit particles when moving upwards. Added cond

Changes: Added new file-management system, allowing for up to 8 regular files as well as 4 special challenge files. Updated title screen menu. Increased weight of font to improve readability. Added new ID mechanic. Collect profile information (with flavor text) throughout the gam

Changes: Redesigned Core home modules to represent player progress Added representation of player progress in upper left of pause menu Redesigned target trials. Instead of needing to break every target, you now need to break as many targets as you can within a fixed time limit. B

Changes: Redesigned process for unlocking new hosts to be visually more interesting and (hopefully) a bit easier to understand. Redesigned small parts of several levels to account for the new host unlock system Fixed bug causing some checkpoint activation sounds to be louder than

Visual Updates: Track host sprites redesigned, new sound effect added Slide host sprites redesigned, new sound effect added Blue track tiles adjusted to fit better with new host sprites White tiles redesigned Backgrounds updated for several levels Added "Fewer Particles" option i

Changes: Changed several backgrounds to improve visual clarity Added two new backgrounds. Adjusted instrumentation for music in Subsystems Iota and Epsilon. Music and effect volumes now default to 0.5 when opening the game for the first time. Prompt audio queue when starting the

Changes: Fixed issue where players could sometimes warp out of the access port before clearing all conduits Fixed minor rail tiling issue in Iota's subsystem

Changes: Fixed issue where one barrier failed to appear in the dual Link. Numerous quality of life changes for dual levels. Fixed bug which caused security cores to sometimes become stuck after ejecting into an inhibition region. Fixed bug which caused 'Experimental' menu options

New Content: Added 8 new highly technical bonus levels. Every Jungnode (with one exception which I'm saving for a later update) now unlocks a gameplay or utility feature. Bug Fixes: Fixed issue where jumper hosts sometimes lost friction.

Changes: Redesigned end of tutorial for jumper hosts in order to smooth out difficulty curve Rearranged entrance to the advanced ejection mechanics tutorial so that text is displayed properly

New Content: Added 8 new TQE questions. They can be found at the ends of parts 1, 2, 4, and 6. Added new Advanced Ejection Mechanics tutorial teaching about ejection momentum, momentum boosts, and increased ejection inheritance. These mechanics have always been in the game, but p

New Content: Added new question to TQE Part 7. A new TQE Part 8 is in the works, but one question fit Part 7 better so I'm releasing it now! Changes: Added conduits to the Jungnode levels so that you can save your progress and no longer need to complete the entire level in a sing

New Features: Made menu and popup textboxes partially transparent. Menu/popup transparency can be adjusted in the pause menu. Bug Fixes: Fixed bug that sometimes caused crashes when using jumper and slide hosts for keyboard/mouse users. Fixed bug that sometimes caused popup textb

New Features: Added haptic feedback (vibration) for gamepads. Vibration can be toggled off in the pause menu. Added "Preferences" tab in the pause menu. More options will be added to this tab later. Added chromatic aberration effect on death. This new effect can be toggled off in

Changes: Fixed issue where resetting a level while a Core was reactivating and then leaving the level before the data stream reached the end Gate caused further progress to become impossible. Fixed issue where an active slide host would sometimes display the player sprite or auto

Changes: The input system has been completely overhauled in order to improve functionality and accommodate a wider range of gamepads. The game should now automatically switch to input settings appropriate for the device you are using. Controls can still be rebound in the pause me

New Content: Added new sound effect for checkpoint activation. Added new scanline visual effect. This can be toggled off or on in the pause menu. Changes: Reactivating the Core at the end of a subsystem now clears any corrupted conduits that you missed while traversing the level.

Changes: Added bloom effect to start-of-game warp. Fixed a significant number of tiling issues throughout the game. Reduced brightness of jumper hosts, solid track hosts, and slide hosts in order to improve visual clarity, especially when bloom is active. Added new hint in Epsilo