Hey everyone! This patch is primarily an update to the engine. But there are a quite a few quality of life additions and changes. Unity Engine Upgrade (This version fixes the recent Unity security vulnerability) Chapter Selection (In the options menu) Performance optimization (No
Hey everyone!
This patch is primarily an update to the engine. But there are a quite a few quality of life additions and changes.
Unity Engine Upgrade (This version fixes the recent Unity security vulnerability)
Chapter Selection (In the options menu)
Performance optimization (Nothing major, lots of little improvements)
Lots of bug fixes. Too many to list!
If for any reason you want to play the original release. I've archived it under Properties->Betas->Beta Participation->Original Release.
If you have any issues, please send us an email at [email protected]
You’ve been asking for it, and now it’s finally here: the first-ever physical release of The Pedestrian! Check it out We've joined forces with the stellar team at Super Rare Games to give you collectors out there a chance to put this one on your shelf! This special release boasts
You’ve been asking for it, and now it’s finally here: the first-ever physical release of The Pedestrian!
It's been a long time coming to get this artbook out, but we are happy to finally pull the curtain back and show you the work that went in to making The Pedestrian. This artbook takes you through the entirety of The Pedestrian's artwork, developed over the course of 6 years. Thro
It's been a long time coming to get this artbook out, but we are happy to finally pull the curtain back and show you the work that went in to making The Pedestrian.
This artbook takes you through the entirety of The Pedestrian's artwork, developed over the course of 6 years. Throughout the artbook, we provide context on our process and thoughts at that particular moment in time.
Hey everyone! We're very excited to be a part of the Cerebral Puzzle Showcase! Especially alongside so many other great puzzle game! From now until May 24 at 10 AM PDT, grab The Pedestrian for 50% off. Also go take a peek at all the other wonderful games! Thanks a lot for support
Hey everyone! We're very excited to be a part of the Cerebral Puzzle Showcase! Especially alongside so many other great puzzle game! From now until May 24 at 10 AM PDT, grab The Pedestrian for 50% off. Also go take a peek at all the other wonderful games!
Thanks a lot for supporting our game and studio :) Hope you enjoy the game!
It's always so flattering to get recognition for our game. Being honored at an event like the Webbys is another "gosh-dang-shoot-dang-shoot-cool-beanz" moment. If you guys think The Pedestrian is worthy, you can vote for us as best puzzle game here >> - The Webby Awards - T
It's always so flattering to get recognition for our game. Being honored at an event like the Webbys is another "gosh-dang-shoot-dang-shoot-cool-beanz" moment. If you guys think The Pedestrian is worthy, you can vote for us as best puzzle game here >> - The Webby Awards -
Wow! It's almost been a year since we first release The Pedestrian. A lot of people have said 2020 has been one of the worst years ever. But to be honest, for us, 2020 has been one of the best years of our lives! For 6 years we put everything on hold. Working out of a scrappy lit
Wow! It's almost been a year since we first release The Pedestrian. A lot of people have said 2020 has been one of the worst years ever. But to be honest, for us, 2020 has been one of the best years of our lives! For 6 years we put everything on hold. Working out of a scrappy little garage with hardly any money to our names, we sacrificed a lot to get this game done. We put our heart and soul into making it the best it could be. Looking back at the huge mountain we had to climb still gives me anxiety. But now we have a game that is highly rated and gives us the financial freedom to move forward with new projects. It's turned out better than we had hoped and we are so grateful for the support we've received from all of you! It may sound cliche, but dreams DO come true! If my 12 year old self could see me now :).
The Pedestrian means so much to us. It defines a very transformative chapter in our lives and it represents what we love about games. If you enjoyed The Pedestrian, please consider voting for it in this years Steam Awards. You can click the suggested category above, or pick whatever you think fits our game best. We suggest picking "Most Innovative" because it probably fits best and the more votes on The Pedestrian that go for the same category the better.
Hey Everyone, Since the game has been out for a little while now and our minds are refreshed, we are going to play through The Pedestrian and reminisce about it's development. This is the first episode in the series, so keep an eye out for the other videos. Hope you enjoy!
Hey Everyone, Since the game has been out for a little while now and our minds are refreshed, we are going to play through The Pedestrian and reminisce about it's development. This is the first episode in the series, so keep an eye out for the other videos. Hope you enjoy!
Hey Everyone! We mentioned in our previous patch that we were having some trouble getting our build through the Apple approval process (ONLY affects Catalina users). We've been working on it since that update and unfortunately we were not able to get it approved. Why? Long story
Hey Everyone! We mentioned in our previous patch that we were having some trouble getting our build through the Apple approval process (ONLY affects Catalina users). We've been working on it since that update and unfortunately we were not able to get it approved.
Why? Long story short, when we put out our initial release build on 1/28 it was officially approved by Apple's system. Shortly after our release, Apple updated their approval requirements and various components from the game engine and plugins no longer met them.
So what does this mean? If you're running the game on macOS Catalina. You might get a message pop up saying the game can't run. If that happens, you can navigate to the System Preferences>Security and Privacy and allow the app to run.
If you have any trouble and need help, don't hesitate to email [email protected].
Hey Everyone! Here's some more bug fixes and improvements. Most of these were done because you all gave feedback through the in game bug reporter. So thanks for using it and letting us know your thoughts :) Bug Fixes Fixed issue where you can skewering the player on a wall piece
Hey Everyone! Here's some more bug fixes and improvements. Most of these were done because you all gave feedback through the in game bug reporter. So thanks for using it and letting us know your thoughts :)
Bug Fixes
Fixed issue where you can skewering the player on a wall piece in the subway and innercity hubs
Fixed issue where certain achievements could be triggered in the wrong area
Fixed VSync and volume resetting to default after starting a new game in the options menu
Fixed camera snap when in the elevator going to the finale
Improvements
Baked occlusion culling in the finale area to fix chalk lines popping in and out
Updated "Falling" puzzle to fix easy exploit
Added platform to university hub exit sign to improve ease of use
Increased the total number of assignable controllers from 1 to 10 (You should now be able to control the game with multiple controllers)
Add e/space to options menu as an alternative to the enter key
Added chalk arrow at puzzle in locker room (This should help with some confusion)
Added wooden platform for the cardboard box in the finale to raise it into the player's view
Gameboy portal in the finale now automatically pulls you in (This should remove confusion about pressing the e key)
Added axial deadzone and sensitivity to joysticks instead of radial (This makes the controller a little more forgiving when walking across platforms)
Dying no longer forces a full reset (This removes confusion in the rooftop area when dying would reset props in a painted sign)
Fixed softlock in innercity "Dumber" puzzle
Fixed Rooftops arch3 subhub to avoid being able to grab the wire with one box
Added flashing lights to power source and above closet in apartment area(This should help make the process a little smoother)
399 sticky note now hides when returning from finishing the rooftops area(This should remove the confusion of what code is required)
Thanks so much for playing our game! Have a great week!
If you've played The Pedestrian, you know what an amazing job Logan Hayes did on the soundtrack! We've been working with him for years to craft a very cohesive and compelling listening experience. Logan has knocked it out of the park! If you're looking for some easy listening tun
If you've played The Pedestrian, you know what an amazing job Logan Hayes did on the soundtrack! We've been working with him for years to craft a very cohesive and compelling listening experience. Logan has knocked it out of the park! If you're looking for some easy listening tunes or need something to study to, The Pedestrian soundtrack is the perfect thing. The soundtrack is being featured in Steam's soundtrack sale which goes from the 11th-14th. Thanks so much for supporting an amazing musician!
Hey everyone! If you're running the game on Linux with a language that uses commas instead of periods in your number system(Polish, German, French). This latest build fixes a bug at the end of the game that would cause various sign doors to load incorrectly. Thanks! Have a wonder
Hey everyone!
If you're running the game on Linux with a language that uses commas instead of periods in your number system(Polish, German, French). This latest build fixes a bug at the end of the game that would cause various sign doors to load incorrectly.
Hey everyone! Thank you all so much for playing The Pedestrian. We've been busy this past week fixing some bugs and making some improvements. There is still more that needs done, but one step at a time. Bug Fixes Fixed a bug where going into the options menu when you died caused
Hey everyone! Thank you all so much for playing The Pedestrian. We've been busy this past week fixing some bugs and making some improvements. There is still more that needs done, but one step at a time.
Bug Fixes
Fixed a bug where going into the options menu when you died caused player to be stuck and invisible
Fixed a bug where props continued to function when in options menu
Adjusted "Blue" colliders in the subway to avoid signs getting stuck
Fixed animated objects sometimes playing multiple times or getting stuck in a loop
Fixed transition to "Vein" level in innercity to avoid getting key stuck
Changed "Dumber" level in innercity to have a crusher-button combination instead of key-door to remove ability to leave puzzle with key
Improvements
(Controller) Cursor move assist now ignores invalid node connections
(Controller) Removed cursor move assist when moving signs
Worked on compatiblility with demo version. First achievement transers to full version along with save file
Music Improvements
Finale music implemented (Was too quiet without any music)
University music now fades when you start leaving area instead of final puzzle (There could be a significant gap of time without any music)
Adjusted opening lobby music (Removed piano to make repetitive aspect less annoying)
Adjusted puzzlemode filters on music to not be as quiet
Small tweaks to subway last loop and final oneshot
Removed puzzlemode effect completely for "War" level in downtown coffee shop
Thanks so much for submitting your bug reports. We've been going through them and doing our best to resolve them. Have a wonderful week :)
NOTE! to macOS users. This patch is not going live for you. Your patch is going out at a later date. We've ran into an issue with macOS app approval and are working to resolve it.
The opening of puzzle-platformer The Pedestrian plays like a Disney short. It’s got that same sense of polished wonder, in a world like ours but the rules are a bit different. You start as a smudge on a whiteboard, then venture rightwards into a world of rearrangeable street sign
The opening of puzzle-platformer The Pedestrian plays like a Disney short. It’s got that same sense of polished wonder, in a world like ours but the rules are a bit different. You start as a smudge on a whiteboard, then venture rightwards into a world of rearrangeable street signs. You’re the man from the toilet sign. The bloke struggling with the umbrella. You’re Helvetica man (or woman), puzzling your way through the big city by connecting doors, collecting keys, and twiddling with power switches.
The Pedestrian popped out last night, and it oozes promise.
You are The Pedestrian, the little person you see in various street and wall signs and you're on a mission. It's a clever idea for a game but is the gameplay worth it? I took a look to find out.
You are The Pedestrian, the little person you see in various street and wall signs and you're on a mission. It's a clever idea for a game but is the gameplay worth it? I took a look to find out.
Hey everyone! For this month’s update we wanted to do something a little different. Because we’re nearing the end of development, it’s the perfect time to look back on where we came from. So we created a video of us reacting to some of our old builds! We have demos from 2015, 201
Hey everyone!
For this month’s update we wanted to do something a little different. Because we’re nearing the end of development, it’s the perfect time to look back on where we came from. So we created a video of us reacting to some of our old builds! We have demos from 2015, 2016, 2017, and one from much earlier! So we’d love it if you gave the video a watch, as our Christmas present to you. Thank you all for your continued support as we push towards the January 29th release!
Hey guys! Welcome to the October monthly update! During the time of spooky season and turning leaves, The Pedestrian is nearing completion. We had an internal goal to release the game around the 20th of October. But a couple weeks back we decided we’d rather not rush the marketin
Hey guys!
Welcome to the October monthly update! During the time of spooky season and turning leaves, The Pedestrian is nearing completion. We had an internal goal to release the game around the 20th of October. But a couple weeks back we decided we’d rather not rush the marketing portion of the release. Also, as we’re getting close to the holiday season, we wanted to avoid any of the unknowns that come with a release during sales and holidays. So we switched our 20th of October goal to be more of a “Game is complete” deadline. While pushing our actual release date out. So without further ado, The Pedestrian is scheduled to be released in mid January. We’ll have an official teaser trailer before the end of the month for the masses. We just wanted to give you all the inside scoop. Ok, now that the major announcement is out of the way we’ll move on to our normal monthly update!
Above is our awesome video version of our update. It contains the contents of our written update just in a more visual format.
Updating a Train -
Our train received an update that made the train more useful and prettier. We reallocated some of our gameplay goals to be inside the trains and elevators. The hubs were getting a little cluttered with everything being piled up inside them. So with moving some stuff to the train, it’s helped clean up the hubs quite a bit. We’ve also added in an awesome stylized video while the train is going.
Level Audit Tasks -
Downtown level swapped, assigned signs static, improved some internal sign spacing in puzzles and hubs, and tweaked the locations of various signs. All of these were part of a gameplay/level audit. This is where we went around and made notes on sign related changes, we also made changes based on tester feedback.
Puzzle mode Tweaks -
Recently we’ve made some improvements to the way that puzzle mode works. Many of the concerns with puzzle mode in the past have been from things happening without being clear what exactly caused it. So now we have a much better system where you are given a preview of what will happen before anything needs to be committed. So if you want to break a connection, just drag the node off and before you release it will show that the puzzle will reset, and which items will move because of it. If you don’t want that outcome, just place the node back in its original location and nothing will change.
Camera Shake -
We use this tool called a sequence object to animate many of the movable objects in our game world. This week we added in a function that makes the camera shake while animations are going off. Not only does this help notify the player when things are happening, but it’s also one of those easy wins that improve immersion.
Smashing Bugs -
Our virtual controller had some issues when the frame rates would rise above the 150 fps mark. Moving signs around would cause them to fly recklessly across the scene. Apparently you could also walk through closed doors, which wasn’t intended. So those were fixed.
Additional Improvements -
We’ve always had a door opening animation, but the ladder opening animation has just been squashing and stretching of the ladder visual. So we now have an actual animation for when you connect two ladders to each other. Another thing is our player is no longer actual mesh, he’s now textures on various quads. This helps make the player fit in better with the rest of the sign visuals. The blending on the edges of our player is now much less harsh because of this.
Kickstarter design -
We’ve been working with various kickstarter backers on finalizing their rewards. A few of the big ones are in the works now, but we won’t show anything to refrain from spoilage. It’s something we’re super excited about, with it being the first “secret” thing besides our story.
Feature Videos -
Jed has been doing a series, walking us through different features of The Pedestrian. The first video is about how we’ve implemented our end credits system and the second delved into the ins and outs of a virtual cursor, why we chose to use it and how it was implemented. If you’re interested in more detailed behind the scenes updates, then these videos are for you.
Our plans for now are to wrap up any of the small projects we have going on and continue to put our efforts towards testing. Since we have a little extra time, we’re going to focus on gameplay and user experience. Taking any chance we have to get those easy wins. While we’re doing that, we’ll also put more focus on the actual release process. Getting all our marketing material in order, creating trailers, and pushing forward with the Mac and Linux builds.
Thanks so much, as always, for being an awesome community! We’ll continue to create updates to keep you all in the loop. Bye for now!