The new patch, v6.5 (you can check you’re on that in the options menu but you almost certainly will be because Steam is magic) is finally live and addresses unlocking, adds a new set of challenges and fixes a few bugs. That’s the headline, here’s the detail:
— FIXED: Unlocking, 4ever + ever
For absolute clarity:
New songs unlock when you complete 40% of any song
Sharp Mode unlocks when you complete 60% of Standard
Strike Mode unlocks when you complete 60% of Sharp
Challenge Mode unlocks when you complete Standard (i.e. at 90%+)
Note: some of you may find some of your previously unlocked music re-locked after this update. I am super-sorry about that! It's a consequence of us unpicking this system; when you’ve unlocked it a song now (at 40%, so much easier) it will stay unlocked. It will be unlocked so hard. Nothing will lock it. Unless you happen to type an unfortunate sequence of letters in the wrong place but we'll get to that
— NEW: Star Challenge
The stars on the record sleeves now represent challenges for each song. Each is visible when the challenge is accessible (i.e. that mode is unlocked) and shaded when the challenge is complete. Those challenges:
STAR 1: Complete (90%+) Standard
STAR 2: Complete (90%+) Sharp
STAR 3: Do well in (30%+) Strike
STAR 4: Complete (90%+) Challenge
STAR 5: ???
This should allow you to quickly see which modes you’ve unlocked and which modes you’ve mastered (although of course you can always master harder, see the scoreboards for context)
— NEW: Cheat Codes
There’s a secret way to unlock (and re-lock) all the songs. I don’t want to tell you what that is right now, largely because I quite like the idea of you trying to guess, typing in ‘TAYLORSWIFT’ everywhere you can because oh my gosh like what else would the code be, but also because it’s a bit of a nuclear option. Still, it’s there…
— FIXED: Last Loop coverage behaviour
This is a fussy one and I’m not sure many people noticed it but it’s important. When the game finishes the final loop all quads, both setting and set, should shatter and produce coverage. This wasn’t happening which meant it was MUCH harder to get 100% than intended. It’s still tricky! But it’s more achievable now and that means…
— FIXED: Secret extras unlock consistently
… I think it’s worth you going for that 100%. Your opinion on these rewards’ worth may differ depending on your tolerance for stupid things. THAT’S OK, I STILL LOVE YOU. AS A FRIEND
— NEW: Clearer, more accessible instructions
The game manual is now linked from the main page and the cheat-sheet is accessible at any point via the Extras menu. It’s (deliberately) a link to the Steam Manual rather than embedded so that I can update and modify it based on your thoughts and maybe add my block fanfiction when that’s finished
— FIXED: Lapse beatline issue
It disappeared at high combos. It shouldn’t anymore. Good
— FIXED: Various achievements
Broken achievements are now theoretically un-broken. This is a slightly harder one to test given a) some of the achievements are pretty challenging and b) once our testers have unlocked them they stay unlocked. I’m told they’re fixed now and I haven’t spotted any problems. If you do let us know!
There were a few other minor fixes / tweaks too but they’re not all that interesting, sorry.
SO. That’s all big, important stuff that hopefully leaves us with a solid game that we can all fall in love with, a bit. Here’s where we are in the Chime timeline or as I don’t call it THE CHIMELINE. We’ve a list of minor fixes we intend to make in the next patch in a few weeks If you notice any technical issues between then and now please report them in the Bugs subforum. If all goes to plan then v6.6 will contain the mythical bonus 16th track, as promised.
Hopefully this makes sense. As ever, head to the forum if you want to note something — or you can usually find me in the Chime Sharp chatroom (linked near the top of the community hub) where I’ve been hanging out on my own for a week and a half. It’s fine. It’s quite relaxing actually. Very spacious. Dim-lit Steam-themed decor. Mostly silent. Drop in!
s
How to Play Chime Sharp
Hi,
This message isn't it.
BUT (!) the guide has been uploaded to Steam (hooray!)
It's available on the store page a little above the discussions link (titled view the manual) and we'll put it into the game itself. Somehow.
This should work too: http://store.steampowered.com/manual/326520
Does it? Let me know if it doesn't or you can't find it. I'll upload it to the official guide section thingamajig on Monday.
Thanks,
Lana
Difficulty, unlocking and fixes
Hello all,
First! Thanks to all of you who’ve bought, played and said such kind things about the game so far. It’s so great to see it out there out and fantastic to see how you’re getting on.
As I mentioned in the last Kickstarter update before release I was worried about how hard / easy you the game might be. It turns out it’s hard: I want to make sure everyone gets to explore all the music and right now plenty of people can’t.
So in the next update, coming very soon:
++ NEW SONGS will be unlocked on hitting 40% coverage in any Standard level, in line with the original Chime
++ SHARP MODE will be unlocked on hitting 60% coverage on Standard
++ STRIKE MODE will be unlocked on hitting 60% coverage on Sharp
++ CHALLENGE MODE will be unlocked on beating a single board in Standard
++ SECRET BONUS 1 will be unlocked, element by element, on hitting 100% coverage in any level
++ SECRET BONUS 2 will be unlocked by beating at least one board in every track on Standard
[Those are the ???s in the Extras menu.]
We’ll also be adding a guide that explains how to play: the basics, the differences between the modes and some basic tips. There’ll still be subtleties, secrets and strategies for people to discover, but it’ll be much easier for new Chime players to get started.
This should open the game up to everyone and still give experienced players something to aim for (alongside the achievements, which are currently not switched on but will be soon).
Of course what you SHOULD be aiming for is the top of the score charts because the most important achievement in this gentle, kind experience is the achievement where a friend sees your high score so far ahead of theirs that they burst into tears. UNLOCK THAT.
Game on,
Ste (TeamSte on Steam)
Chime Sharp is OUT!
Hello,
Chime Sharp has officially left Early Access and has now found its place among thousands of other Steam games! Scary stuff.
The keys have been sent out via BackerKit as well as the first couple of digital rewards so keep an eye out for those emails. Check spam or other folders.
We've had a bit of a mix up with sending out the EA codes last year (November) as we've sent them via our Newsletter rather than BackerKit so I'll be re-sending the keys in case there are still a couple of you who've backed at £12+ tier and haven't received your keys. Sorry about that!
I don't have a good way with words so why don't you have a look at the heartwarming message from Ste:
https://www.kickstarter.com/projects/782536717/chime-sharp-the-classic-music-puzzle-game-returns/posts/1633891
Thank you for all your support, feedback, backing, questions, engagement and love <3
Now go spread the word :)
xx
Lana, Ste & Team Sharp
RELEASE DATE
JULY 19TH
xx
Lapse fixed!
Hey everyone, in the last build Lapse failed to start so now we've fixed it! Cue confetti. Have fun playing xx
Final Early Access Update
Team Sharp,
Hello. This is going to be our final Early Access release before launch and it’s a big one.
We announced our soundtrack a couple of days ago. This build includes every single one of those levels, including Steve Reich, Kavinsky, Chvrches and more. Most of the levels in this build are final, some need a little more audio balancing — please do let us know your thoughts on that. If you encounter any bugs we’d love to hear about them too: support@chilledmouse.com. For us this build seems pretty robust and we’re nearly at a point where we can say the game’s done.
(To do: bonus unlocks, achievements, maybe one more secret thing. THEN we’re done.)
On launch we’ll reset all the high score tables (there might be some grid changes and score balancing tweaks, so it’s only fair). Consider this your opportunity to practice your block-placing game before the competition arrives. We hope you enjoy it.
Thanks again for your support. We literally couldn’t have made it this far without you,
Ste, Lana & Team Chilled Mouse.
xoxo
Update
Hey, you there. I see you over there. No, I don't really. I think only the FBI can do that.
In any case, we have new update, woooo!
Once you open Steam and that beautiful blue text says
updating - 69%
(ha, maturity) you can expect the following:
NEW TRACK
visual changes to the menu where the song you play the most will change the menu palette to THAT SONG'S palette! Or at least it should. If it doesn't or you think it doesn't let us know
at the end of each level there will be a pop up banner telling you what you've unlocked [but you have to finish the level by either completing it or running out of chime (puns! Puns everywhere!)]
bug fixes (Let us know if the rotation still doesn't work)
So that's it. Hope you enjoy it. It's all coming along great and also *drumroll* we have a release date! It's JUNE. So...an entire month. But that's ok. Because it's soon.
Yo! Lana here with a boring post. Ste is in class at the moment. But not studying, teaching. I know, right?
Anyway, we patched up the last update so it shouldn't be crashing anymore.
There are also a couple of visual changes such as the background intensity and speed of the wisps that change depending on your multiplier. At the moment I feel like they're only visible in the levels that are warm (warm colours I mean) so I'll try to figure out something with the colour palettes.
Hope you enjoy it!
And if you have any issues don't forget about where to find me - support@chilledmouse.com
itsbeenawhileUPDATE
Hello,
Those of you who follow us on Twitter or check your Steam accounts regularly will have seen that a new build went up yesterday. The big addition here is extra music — two brilliant new tracks for you to play through / with. There’s also a new menu system (a million times less annoying, imho), some minor impact tweaks (getting there...) and the first signs of the game's meta-structure.
Missing from this version: audio mastering (the beautiful Message To Bears track is particularly broken right now), some additional graphical tweaks, proper board design, misc. bug squashing. We found a particularly irritating memory leak just after uploading the build. Of course we did. Of course. If the game is crashing for you, or you notice any other bugs (the timeline disappeared for me once, but I’ve been unable to reproduce that) please let us know as much information as you can: support@chilledmouse.com
The soundtrack has also been (finally) locked down. We have fifteen tracks confirmed with contracts signed and assets incoming. This is super exciting, not least because it looks like we’ve secured the soundtrack of my dreams, but also because it means we can set a release date. Info on that soon (and it will be soon). This will be the best sounding Chime ever — it already is, I think — and I will say more about that in the future
And then, after the physical rewards are sent out, which I am having ABSOLUTELY NOTHING TO DO WITH because I’m not crazy, we will be done