[p]- Adjusted dissolve parameters for FreeLook View and First-Person View.[/p][p]- Added "Good" map tag to the Workshop interface; filter dropdown now displays all options.[/p][p]- The difficulty tag on the custom map loading screen now matches the difficulty specified in the Workshop.[/p][p]- Unified the orientation of all destination.[/p][p]- Adjusted the playback logic for background music and ambient sounds.[/p][p]- Test Map Mode is now available in MMO mode; when enabled, a "T" icon appears to the left of the avatar.[/p][p]- Added instant teleport to respawn point in Test Map Mode; please set a key in the key settings.[/p][p]- Added simplified console commands: /t = /testmap, /s = /spawn, /c = /clear.[/p][p]- Console commands are now case-insensitive.[/p][p]- Fixed the disappearing rail cap issue in 3-c replay mode.[/p][p]- Fixed the alpha test tag issue in the Workshop.[/p][p]- Fixed the re-upload score feature.[/p][p]- Fixed background music issues.[/p][p]- Fixed the Test Map Mode indicator issues.[/p][p]- Fixed leaderboard score upload errors.[/p][p]- Fixed the Mush Ball toggle animation in the achievements interface.[/p][p]- Readjusted the rain wetness curve in custom maps.[/p][p]- Fixed the issue where BME could not be used properly in offline mode.[/p][p]- Added a "Copy GUID" button when map loading fails in Test Map Mode.[/p][p]- All balls can now have their scale adjusted via code.[/p][p]- Fixed the issue where player.ballType was ineffective.[/p][p]- Fixed the issue where the editor API's ColorRGBA could not be created.[/p][p]- Removed item.addComponent and item.removeComponent methods in-game.[/p][p]- Modified the method for dynamically creating new components in-game to: [/p][p] `scene.createItem(string templateName, Float3 pos, Float3 rot, Float3 scl) => Item`[/p][p]- Added custom status bar functionality (full lifecycle control required). See the following functions:[/p][p] - `levelManager.createCustomStatusBar(string statusBarName, string iconPath, float\[] marks, float value, string valueString, ColorRGBA color) => void`[/p][p] - `levelManager.setCustomStatusBarValue(string statusBarName, float value, string valueString, ColorRGBA color) => void`[/p][p] - `levelManager.destroyCustomStatusBar(string statusBarName) => void`[/p]
Ballex² V1.1.0 Update
## New Features & Optimizations - Added a “Challenge Display Mode” option in Settings > Misc to control the display conditions of the challenge timeline. - Added a "Reupload Score" feature to the main menu leaderboard ui. If a score fails to upload correctly after a level, you can use this feature to reupload it. - Added a feature to play the top 10 leaderboard replays together. - Added a "Clear Selection" button to the Level Rush interface. - Replay speed can now be reduced to 0x (equivalent to pause). - Optimized camera and object motion stability in replay mode. - When clearing a level, if the score does not break the record but there is no local replay file, the current replay will be saved. - Added caching functionality for downloaded replay files from the leaderboard. - Level Editor adds more "Cliff" series components, as well as new "Lifter" and "Rail Block" series machinery. - Level Editor adds custom ball presets. - In MMO mode, added the command "/observe + [player number on the right]", e.g., "/observe 3". After entering, the camera will focus on the third player in the MMO player list. - In Map Testing mode, added the command "/spawn" to set the current position as the respawn point. - Added a setting to show or hide key press status in-game. - Switcher can now be triggered by collision. - Effective rain block height adjusted to 10. - In the Workshop, Alpha Test maps are now only marked instead of being hidden.
## Bug Fixes - Ball not centered after using Switcher. - Switcher visual effects behave abnormally after rotation. - Level Rush Mode displays levels in the wrong order after deselecting. - Broken bridge effect incorrect in replay mode. - Boat movement not recorded correctly in replay files. - Door unlock status not recorded correctly in replay files. - Player rolling sound effects not recorded correctly in replay files. - Level sorting incorrect in user info interface. - Errors when playing some old version replay files. - Quick restart could still be used after level end. - Rain particle intensity between 0~1 would not increase ball wetness.
## Level Adjustments - 1-1: Expanded the area where the checkpoint tip disappears. - 3-2, 3-4, 4-1: Fixed road issues in some locations. - 5-2: In Section 4, the size of two block roads in the middle of section increased from 1 to 1.5. - 5-4: Minor structure tweaks in Section 1, Section 4, and the last section. - 1-c, 1-f, 2-c, 3-a, 3-c, 5-3: Added near dissolve effect in some locations. - 1-d, 1-e, 3-a: Difficulty lowered to Hard; 3-d: Difficulty raised to Expert. - 1-d: Reduced fog density. - 3-a: Removed some decorative light balls in Section 1, minor structure tweaks. - 3-b: Minor tweaks in Section 2. - 4-a: Added a rain shelter area for paper balls in the last section. - 4-b: Adjusted some road welds in Section 1, raised the fan at the end of Section 2, replaced the iron gate base near the wind tunnel. - 4-c: Raised the end of Section 1, extended the boat connecting plank in Section 2. - 4-d: Added a green supply in the last section. - 4-f: Adjusted track welding in Section 3, repositioned the fan array in the second-to-last section, and completely redid the last section.
Version 1.0 Official Release! Thank You for Your Support!
After a long journey of development, we are thrilled to announce that our game has officially launched as Version 1.0 on May 1st, 2025, marking the end of Early Access and the beginning of the full release!
Since the project began in 2020, we have been dedicated to bringing you a fun, unique, and challenging gaming experience. During Early Access since 2022, it was your valuable feedback, enthusiastic participation, and continuous support that pushed us forward and helped us refine the game. Every suggestion, every test, and every bit of passion from you has made the game better. We sincerely thank everyone who supported and accompanied us during Early Access—it is your enthusiasm that made this possible!
All Levels Now Available, More Content Than Ever
With this official release, all levels are now complete! The game features 20 main levels and 20 side levels, each carefully crafted to challenge and entertain you. If you have already conquered both main and side levels, don’t forget to check out the Workshop, where you can find amazing maps created by our community—there’s always something new to discover!
Leaderboard Reset
As many levels have undergone significant changes since the initial release, we have reset all leaderboards to ensure fairness and accuracy. Now is your chance to climb the ranks and set new records in the official version!
New Achievement System Added
We have also introduced a brand-new achievement system, adding more fun and honor to your adventure!
Join Our Community and Grow Together
We warmly invite every player to join our official communities, where you can share your experiences, discuss strategies, and provide feedback directly to the development team. Your voice is incredibly important to us and helps the game continue to improve!
Official QQ Group: 797934847 Discord: 5NygdBmksE
Once again, thank you for your support and companionship! We will continue to listen to your feedback and bring more optimizations and content updates in the future. Now, let’s embark on a brand-new adventure together in the full release!
Enjoy the game!
——Mushreb Games
Remastered Beta13 Update: Side Level 2-d,3-a,3-b,3-c,3-d,4-a
In this update, we have added side levels 2-d,3-a,3-b,3-c,3-d,4-a.
Warning: High-difficulty side levels added! Ready to push your limits?
[Other Changes]
Significantly reduced the file size of replay recordings. Unlock all main levels by holding the "M" key + Enter key on the main menu. Optimized logic for rain-avoidance function. Fixed an issue where the game process remained active after exiting. Fixed incorrect shadow rendering. Temporarily removed the FSR2 super-resolution model.
Beta 12.1 Feature Additions and Bug Fix Patch
Added the ability to watch replays of other users on the leaderboard. Fixed an issue where the unlock conditions for 2-c were incorrect. Fixed an issue where the wooden ball in 2-a, second section, might not be able to push the 'DoublePushBoard'. Adjusted the caustics effect on the water surface. Attempted to fix an issue where background music may be missing upon restart game during the result ui in certain situations.
Remastered Beta12 Update
In this update, we have added side levels 2-a, 2-b, 2-c.
Main Game
Added support for the supersampling model FSR2. Fixed an issue where the 'levelManager.setCameraTarget' method was not working properly. Resolved an issue where the Renderer component was unable to access and modify data via the 'Opacity' and 'ShadowCastingMode' paths. Increased the sound range of TNT explosions. Fixed an issue with the path road generator failing to generate road correctly. Resolved align issues in level 1-e section 3. Significantly optimized the speed of level reloads. Fixed crashes occurring when exiting the game. Resolved an issue where 'cast' class functions were unable to detect all physical layers. Fixed problems with certain areas in 1-c lacking death areas.
Map Editor
Added the ability to customize the player ball. Added landscaping tools. Added tools for placing pillars and lights, accessible via 'Tools/Add Pillar' and 'Tools/Add Light' in the menu bar. Renderer component now supports a near-distance dissolve feature. Introduced a new function for auto-saving window layouts, with an option to reset to the default layout via 'Tools/Reset Layout' in the menu bar. The Trigger component now includes physical layer options: 'Static' 'Stopper' 'NotPlayer' 'OnlyPlayer' and 'None' New or adjusted methods for Executors in gameplay: -levelManager.getCameraOffsetSmooth() => float -levelManager.setCameraOffsetSmooth(value: float) -levelManager.setCameraTarget(guid: string, displayName: string) -scene.sphereCastAll(center: Float3, radius: float) => object -scene.boxCastAll(center: Float3, size: Float3, rotation: Quaternion) => object -scene.mouseRaycast(maxDistance: float) => RaycastHit -scene.mouseRaycastAll(maxDistance: float) => RaycastHit[]
In this update, we have added side levels 1-c, 1-d, 1-e, 1-f.
Main Game
Fixed an issue caused by checkpoint collider. Added line break function to the collection ui. Reduced the difficulty of the second section in level 4-4. Fixed an issue that occurred when manually adjusting the camera direction after modifying 'cameraDirection' in code. Fixed an issue where triggers did not follow position changes. Fixed an issue where using 'levelManager.setCameraTarget' caused a smooth movement starting from the zero point. Changed level scores to the decimal type.
Map Editor
Added global UV versions of several common materials. Added a feature to automatically set the UV offset for new roads when clone road generators. Fixed an issue where the road generator could only generate waypoints for rails. Added doors and keys in yellow, cyan, and magenta that do not reset upon death. Added an option for the renderer to fetch global UV materials when 'Auto Get Materials' is on. All scripts will now automatically refresh before executing editor scripts, eliminating the need for manual cache refresh. Added 'Without Player' and 'Only Player' collision layers. Fixed an issue that prevented map testing due to a materials problem. Added a brightness parameter for volumetric dust for light item. Added a new camera component. Added an opacity setting to the renderer. Fixed an issue with the editor methods 'item.addComponent' and 'item.setSelection' not working. Fixed an issue with the editor method 'sceneObject.getComponent' not working on scene settings. Added wind settings in the environment settings that affect environmental particles.
Modified the camera behavior when following during death and respawn. Added intensity settings for post-processing effects.
Map Editor
Added a new "Empty" icon option for hierarchy item, and increased the priority of the "PhysicsObject" icon in auto mode. Most built-in items now support switching physical body types (Static/Kinematic/Rigid/Decoration). Added a Convex option in MeshCollider. Fixed an issue where the radius of circular area lights was not functioning correctly. Added new transform shortcuts: Ctrl + 1~7/Numpad 1~9, corresponding to the transform shortcut region buttons. Added new editor functions: -roadGenerator.clone() -roadGenerator.generate() -roadGenerator.createWayPoint() -physicsObject.autoDetectBoxCollider() -trigger.autoDetectBoxTrigger() -particleEmitter.refresh() -particleEmitter.play() -particleEmitter.pause() -particleEmitter.stop() -itemLink.replace(path: string) -itemLink.saveMesh() Added new in-game functions: -itemLink.getInternalItems() => Item[] -spawnVfx(type: string, position: Float3)
Remastered Beta10 Update
Main Game
The unlock condition for side level 1-a has been lowered to 35.
Fixed an issue where only the short description was retrieved for Workshop custom maps.
Fixed an issue where the game could not be entered under certain conditions.
Fixed some untranslated text.
Added a UI for executor script execution time in Map Testing mode.
Adjusted the ambient temperature for every levels.
Map Editor
Added some usable materials and fixed some material & model issues.
Added trigger layer option for triggers and shadow intensity option for ambient lighting settings.
Adjusted the emission intensity limit for materials to 30.
Redesigned the hierarchy panel.
Added a tool to export tex files to Png.
Added a replace link function for item link.
Added several adjustable parameters for light and broken light item.
SR Time Adjustments
5-1 4:15 4:55
5-2 4:50 5:35
Remastered Beta9 Update: Side Level 1-a and 1-b
In this update, we have added side levels 1-a and 1-b. You can unlock level 1-a after completing 50 main quests.
Main Game
Added a progress bar in replay mode.
Fixed the issue where players would jitter in replay mode.
Fixed the issue where the player ball was not hidden in first-person replay mode.
Fixed the issue with the SeesawBoard appearing in a specific direction.
Fixed the issue where ripples would still appear even without touching the water surface in certain situations.
Fixed the issue where the sponge ball did not correctly reduce wetness when get the blue orb (recover).
Adjusted the collision trigger range for the SuspensionBridge breaking and removed the collider for the wooden pier.
Adjusted the freezing mechanism: When the ball is frozen, wetness will remain unchanged, and wetness will not cause damage to the ball.
Added UI indicators for sponge ball wetness and ice ball size for SuspensionBridge broken thresholds, as well as indicators for freezing and burning temperatures.
Added a feature to sync hs and sr scores from the leaderboard.
Added map description display in the custom map loading interface.
Fixed the issue where custom maps would not automatically increase rain wetness when the automatic rain-avoidance detection option was unchecked.
Map Editor
Fixed the issue where the volumetric light range was not effective.
Added new items: DoublePushBoard A/B, TriPrism, FragileBoard, SteelDoor, FloatUpBoard (Yellow Board), Zero Gravity Green Board, Stopper, and Half-Length ConnectRail.
Added an option for physical objects to automatically detect physical material.
Fixed some issues that occurred when ApplyData operation in the editor script.
Fixed the issue where updating maps in the Workshop would not synchronize updates to the title/description/preview image/tags.