This release brings a new Early Access price of $18.99, and has been massively focussed on level polish in Gameplay and Set Dressing...
Price Change
Since we launched on Early Access the game has had a price of $29.99. We chose to go in at this level, as we only wanted players that wanted to be involved in the on-going development process at a relatively early stage (warts and all). Now, that process is nearing its close, so we feel a change in pricing makes sense.
From this release onwards, the game will retail at $18.99 USD. This new price will include 2 free Level Packs. Each Level Pack will include 20 new levels, so that means your getting 40 levels to play in the on-going Beta, and then 40 more as Level Packs are released.
Super Level Buff
There are 40 levels in-game, and getting all 40 levels to a final level of Set Dressing and Gameplay is quite the task. Since our last update, we have been 100% focussed on a complete audit of all 40 levels, and where needed levels have had their sets geo buffed and dressed to make them more appealing. And of course, Gameplay has been tweaked to take into account these changes, and other upstream changes.
In future releases, we will be focussing on...
- A couple of Levels which still need major updates
- Adding a couple of new Consumables.
- A large focus on Audio
- User interface polish, adding more settings etc.
- Addition of general artwork and art polish
- Level progression system and more Steam Achievements
- Further level polish
- And more!
Please do take advantage of the new price (still with 2 free Level Packs), and join us on the journey to the final release, and of course, the Level Pack releases beyond.
Headline Features
- LEVEL: Madness ~ Big Set buff and tweaked gameplay elements
- LEVEL: Escalade ~ Buffed level geo, and tweaked gameplay
- LEVEL: Archon ~ Updated Mesh, and tweaked for gameplay
- LEVEL: Fly Like The Wind ~ Big update to Set mesh, and also tweaked many gameplay elements to
- LEVEL: The Winding Road ~ Fixed some missing details on set mesh.
- LEVEL: Hippety Hop - Updated all platforms, with rounded versions.
- LEVEL: Wire It Up - Replaced all platforms with rounded versions. Added Nixie lights to emphasise
- LEVEL: Cresta - Updated meshes to reduce platform edge lips that can cause skips when going
- LEVEL: Cresta - Updated level set meshes, with bronze edges. Removed LOD from columns,
- LEVEL: Archipelago - totally re-vamped using the new rounded platforms. Now features Friends to
Complete Notes
- LEVEL: Madness ~ Big Set buff and tweaked gameplay elements
- Rounded Platforms: Created new 4x21 and 4x12 platforms.
- LEVEL: Escalade ~ Buffed level geo, and tweaked gameplay.
- BUG: Fixed Turbo not fully resetting if you were killed while it was active.
- LEVEL: Archon ~ Updated Mesh, and tweaked for gameplay.
- Utils: Added Collider Checker. Checks if Collider has a dynamic material attached in currently loaded scenes.
- LEVEL: Fly Like The Wind ~ Big update to Set mesh, and also tweaked many gameplay elements to work better with new geo and other upstream changes.
- CHRONUS: Added ability to change the duration of the effect.
- OCTAL ARCH Added Collider
- LEVEL: The Winding Road ~ Fixed some missing details on set mesh.
- BUG: Fixed Audio levels being too loud on Flipper Ramps.
- LEVELS: Various levels buffed and tweaks.
- LEVEL: Hippety Hop - Updated all platforms, with rounded versions.
- LEVEL: Wire It Up - Replaced all platforms with rounded versions. Added Nixie lights to emphasise stages.
- BUG: Fixed Gate not opening in Emporium.
- NIXIE: Enhancement, added ability for Nixie to be turned on by attached switches.
- NIXIE: Added Stage sound effect. It is played when Nixie turns on, and pitch shifts based on Nixie number.
- NIXIE: BUG - Numerals above 6 were not displaying correctly, tweaked Material opacity type, and had to adjust in script to make numerals work effectively
- SWITCHES: Added new BoxTrigger prefab. Can be used as an invisible Switch for any suitable item.
- BUG: Discovered player is dynamic when game starts. Now is set to be Kinematic, and also has position set out of world area when game is reloaded.
- LEVEL: Cresta - Updated meshes to reduce platform edge lips that can cause skips when going between geo boundaries
- EFFECT: Speed trail effect start threshold increased, to stop it happening at moderate speeds. Top end clamped to stop it getting too bright.
- LEVEL END: Updated Level End UI, to have handles for all routines, now used to do Cleanup when scene is Reset.
- BUG: Fixed In-Game Audio being off, by moving it being set to zero into the Load Scene block, rather than in the post Level Load setup.
- LEVEL: Cresta - Updated level set meshes, with bronze edges. Removed LOD from columns, pointless. Reduced number of LOD levels in Column Capitals, over complex.
- BUG: TriggerFallDeath and DeathCamActivators Trigger now cannot happen unless IN-GAME, otherwise it can be triggered during large scene loads with slow scene unfurl.
- BUG: Moved Editor Player position out of expected scene bounds, as it could cause unwanted trigger effects during scene loading. This specifically fixes crazy on-load behaviour in level CRESTA.
- LEVEL: Archipelago - totally re-vamped using the new rounded platforms. Now features Friends to rescue and Energy Consumables to make it easier, though not easy...
- MOVING PLATFORMS: Updated motion to be based on distance travelled between waypoints, now the platforms have a consistent speed.
- MOVING PLATFORMS: Updated audio to be more subtle.
- MOVING PLATFORMS: Added Gizmo Line to show any Switch subscriptions.
- PINBALL: All Pinball items refactored to use inherited cleanup, as well as using specific cleanup when required. Now also stops audio playing on level reset.
- PINBALL: All Pinball items updated to show switch Gizmo when switch is subscribed to.
- GIZMO LINE: Added Source Offset, to complement existing Target Offset.
- ENERGY CONSUMABLE: Fixed size of Reflection Probe, it was HUGE and was making near-by items glow.
- SET DRESSING: Added Rounded Platforms, with brass edging (looks more foofy) of various sizes, 4x4, 5x5, 6x6, 7x7, 8x8, 8x12, and 8x14
- Added InterpenetrationChecker utility script. Checks if an object is interpenetrating anything to its left/right/front/back, based on a bounding rectangle, and moves it to fix any interpenetrations
