0.24.1
gfx: -red star replaced with a wisp in a bottle -updated gate sprites for stars, blueberries feedback: -f2 feedback sends additional debug information bugfixes: -open world: removed spikeball from hotbar
Developer posts and news about this game.

gfx: -red star replaced with a wisp in a bottle -updated gate sprites for stars, blueberries feedback: -f2 feedback sends additional debug information bugfixes: -open world: removed spikeball from hotbar

Open World (replaces Free Edit): -NEW GAME MODE!!! kinda. this replaces Free Edit with a more limited version based on Open Worlds in Everybody Edits -a refresher on what that means: -no drag to draw -only solids, oneways, gravity, and backgrounds can be used -no god mode -we pla

bugfixes: -fixed broken star doors in tutorial -fixed incorrect star door value when placing new doors/gates with stars already collected -fixed star cache mismanagement when deleting toggled doors/gates

performance: -better star door optimization bugfixes: -steam no longer required to start a custom world -fixed steam lobby permissions -misc tutorial fixes -fixed menu parallax on higher resolutions

main menu: -TOTAL overhaul of the main menu!! -menu background features an endless replay of ghost characters running around the map we speedbuilt in the last playtest. THANK YOU again to everybody who helped make an awesome map -layout changed to be simpler with quicker navigati

sandbox/free edit: -added star doors and star gates -added 2 more collectibles with different properties & associated doors/gates -gate sprites and red star sprites are currently placeholder -- still thinking about what would best fit for the red star's mechanics gfx: -star d

shift: -every level has medal times now! see if you can get gold on every level :^) -also updated 1-octopus & 3-hue_the_whirl general: -edit menu made slightly transparent

spikeworld: -oneways replaced with glass blocks. they can be freely deleted to be replaced with one ways. (the platforms are glass so you can see if a star spawns behind them) -for if you somehow find spikeworld to be too easy: added command '/hardmode ', which restarts your game

general: -new block select UI! right click on the block in your hotbar to open it (and close it) gfx: -updated colors light metal block set -updated colors and shading for dark block set -updated colors for old dark bg set -minimap colors here also changed; rest assured, we still

custom worlds: - shift frame now has a randomizer button. it makes a frame with a random block, places 1-12 stars randomly in the level, and randomly places the entrance and exit. also randomizes the background, weather, and temperature for good measure. use it for inspiration! s

free edit: its 500x500 now, whats the worst that could happen? world border is now editable removed spawn rect in center of the world bugfixes: - shift editor: fixed carat in text fields - shift editor: text fields should have control over input now - shift editor: fixed rounding

general: - massive map refactor that touched a lot of stuff - the map is now made up of 4 layers: backgrounds, solids (includes oneways), gravity, top (stars, spikes, etc) - when erasing blocks, you stick to the layer that you first clicked on. this means you can now easily erase

snake: - increased revive bump velocity bugfixes: - maybe fixed connection issue while loading map on join - maybe fixed midjoin snake sync issue - fixed issue with map watermark making image larger than max world size

shift: -cut 1-braid_raceway, 1-bulbert, 1-exit_hatch, 1-scarf, 1-spooky_slide, 1-the_watchers, 1-w_gravity, 1-abduction, 1-haunted_treasures, 2-lush_maze, 2-pipe_gap, 2-sand_game, 2-vertiginous_navigation, 3-apple_pickin, 3-bramble_branch, 3-fans_and_vines, 3-nightwalk, 3-speedcu

gfx: new background set a few new solids spikeworld: new music plays in endless mode after round 25 general: shift and spikepuzzle save format changed to .json

bugfix: - fixing quickplay 1-player ijkl snake

custom worlds: -you can place solid blocks on the border now bugfixes: -up arrow block is back -resize images that are too large before importing into a world -custom world png import uses new blocks -fix world imports from lobby creation menu -fix custom dimension input fields i

- added missing backgrounds to edit ui - colored spikeballs need more time in the oven, sorry

gfx: -new color block set -new play blocks -new wood block -colored spikeballs general: -rearranged the blocks in the edit menu shift: -cutscenes for being eliminated -cutscene for winner -ending stats screen of what happened during the game snake: -big refactor of snake netcode

general: - toggle world grid default keybind is now H with hitboxes moved to J. both are, of course, rebindable in settings - world grid toggle no longer causes insane lag frame - block shadows go behind gravity - dot animation optimization