Cloudbuilt cover
Cloudbuilt screenshot
Genre: Platform, Adventure, Indie

Cloudbuilt

Major 2020 Update!

Cloudbuilt has just got a major 2020 update!

We’ve listened to all your feedback and updated the game to be more accessible while still staying true to its old competitive mechanics.

A large part of the update ended up being focused on the levels. We’ve made an alternative version of 34 of the core levels in the game, focusing on teaching the game and creating a more balanced progression, while also adding some twists for the veteran players. You are sure to recognize the levels, but don’t expect to just take the same old route! This is sure to be a fresh challenge for the top players too.

But the update doesn't stop with that. We’ve also touched up other aspects of the game. Improving feedback and readability while giving some areas a facelift too.

If you found the game a bit too tough or hard to learn, now would be a perfect time to give it another go. We’ve added a rebalanced new default difficulty to the game, aimed at players playing for their first time and are just playing to progress and clear the game. While the old balance is kept for competitive play.

We hope everyone enjoys this new version!

And for the really purists out there, we’ve also added a branch on steam where you can access the game exactly like it was before the update too.


GAME MODE CHANGES:


The game can now be played in two distinct modes. One intended for first time players, with a new reworked balance, and then a Competitive mode, intended for rankings, leaderboards and continued play after the first clear. You can select these modes when starting a new game, or it can be changed at any time, between levels.


"Competitive Mode" -

This is the old default mode. Consisting of all the levels in their original release versions, with all their challenges untouched. The only addition here is the "2020 Mode", added to the challenge list of levels.

"Default Mode" -

This mode uses all the reworked core CB levels and tweaks the game in various ways to be a little more accessible for new players. These tweaks includes:

  • Infinite retries. We scrapped the extra lives for this mode. We think there is a purpose for the original design, but as many players don’t seem to like it, we’ve listened.
  • No rankings or timer. You will have a simplified level clear screen, and you will never be ranked on your time and number of deaths. Play the way you want and just focus on beating the levels.
  • Less enemy invulnerability. We’ve removed the invulnerability state of almost all enemies, with only one exception, where we instead decreased the invulnerability time significantly. This makes combat much easier to understand and let’s players use clever snipes to clear out some sections in advance if they are creative. It does limit what can be done with some challenges, but it’s not an issue for this mode.
  • Less damage from lobbers. As the lobber enemy’s main threat is the throwback, we’ve enabled it to throw back players even when dealing light damage.
  • Throwback recovery has been made a little more lenient.
  • Extralife pickups now gives you a temporary boost to max HP for the rest of the level.
  • The weapon bullets travel a bit faster and weapon charge times have been reduced slightly.
  • Very slightly lowered game speed. The game in the original speed was just a little too fast for even taking in and noticing some aspects of the mechanics while making some parts very challenging. We’ve found that by just lowering the game speed with about 10%, it helps the handling a lot. It’s still very fast and demands high skill, but it’s a lot more manageable. Be fast, play freely, optimize and find shortcuts in this mode, just don’t expect to become the world record holder in this mode.


LEVEL CHANGES



Listing each stage’s changes individually would take ages, so In general the changes consist of a mix between:


  • Making the levels visually easier to navigate.
  • Reworking the difficulty of each section, with a more clear focus on what we want the player to learn, and experience.
  • Giving each level a stronger visual and game play theme.


GAMEPLAY CHANGES:




  • A new "Enemy alert effect" has been added, making it far easier to notice enemies.
    Checkpoint pickups: Placeable checkpoints can now be picked up again and moved. Though at a risk. If you die while moving it, don’t say we didn’t warn you. (Each checkpoint can only be moved once and will not grant extra lives when placed again)
  • Proper death animation for the player when dead on the ground. No more hovering and eye twitching when dead.
  • Added Steam Enhanced Rich Presence. See what your friends are up to in CB, right in your friend list.


MISC



Coilworks is now listed as the publisher of Cloudbuilt here on steam. We have a brand new publisher page— Check it out, and follow us for future updates!

A huge thank you to Rising Star Games for their help over the years!

And last but not least, Thank You all for playing!
/ Gafgar & Bag - Coilworks.

Spiritual successor on its way!

A spiritual successor to Cloudbuilt is now on it's way! Sky Tracers!

https://store.steampowered.com/app/862670/Sky_Tracers/

Sky tracers is an all new rocket parkour experience, in an upgraded engine, and now in an online multiplayer setting.

If you liked Cloudbuilt or found promise in the mechanics or content, don't miss to check this out!

If Sky Tracers looks interesting to you, don't hesitate to add it to your wish list and share it with friends. It really helps us and the game a lot.

We'll announce more info soon and we hope to see you all on the race tracks and in the social hubs! :) For potential early access and testing, sign up and join the Sky Tracers Discord server:
https://discord.gg/EY6kKVM

Cheers,
Gafgar
The Coilworks team

Super Cloudbuilt discount coupon details

Hi everyone!

It's finally here! All the discount details we promised.

We are now drawing close to the release of Super Cloudbuilt on the 25th, and as we mentioned previously we would like to thank all of our players of the original Cloudbuilt by giving them a discount towards Super Cloudbuilt. We have now finished all the arrangements and can give you all the details:

Everyone who bought a copy of Cloudbuilt by the end of the 19th of July will by the 25th receive a 30% discount coupon for Super Cloudbuilt in their Steam inventory that will be valid till the 6th of August. Also, I can also reveal that there will be a 10% additional discount to thank the early adopters during the launch week of Super Cloudbuilt and that discount will also stack with these coupons.

We’re all very excited for the launch and hope to see you all over at Super Cloudbuilt as well, and we would like to once again thank you all for your support!

http://store.steampowered.com/app/463700/Super_Cloudbuilt/

(For everyone who missed it, here’s the latest Super Cloudbuilt trailer:)

https://www.youtube.com/watch?v=63PkBlx1ebo

Super Cloudbuilt; the next Cloudbuilt finally announced!

http://store.steampowered.com/app/463700/
It’s now close to 3 years since Cloudbuilt was originally released and it’s finally time for the new and totally remastered Super Cloudbuilt to come out and on even more platforms. Super Cloudbuilt is a joint effort from Coilworks and Double Eleven and will be out this summer on PC (Steam), PlayStation 4 and Xbox One.

Before going into too much detail on the new title, we would first like to thank all who played the original Cloudbuilt over these years, and we want to let you know that even after this game's release we will be active on the forums for support and continue to keep the leaderboards intact and free of cheaters to the best of our abilities.

We are also intending on giving owners of the original Cloudbuilt some kind of special deal for Super Cloudbuilt, but we will be able to tell you more about that at a later date closer to release.
https://www.youtube.com/watch?v=3lz-C_z9bU4
For more info, please refer to the main announcement here, or check out the Cloudbuilt subreddit here.

Stay up to date on all developments as they get announced by following us on Twitter @Coilworks and @DoubleElevenLtd

New game-mode + new content + competition

Greetings fellow cloud runners! Today marks the day of the latest exciting update to Cloudbuilt and the addition of a brand new game-mode called Level Rush Mode, but that is not all. We are also adding all new levels to test your mettle on!



The Level Rush Mode challenges you to tackle a playlist of levels in a row without pause with a shared pool of 99 extra lives complete with dedicated leaderboards for each of the 5 playlists. It’s now easier than ever to speedrun the game and compare your times!
For the launch of the new mode we’ve also added 4 new achievements! Some easier and some which will be sure to test the skill of even the top players.

Two of the levels we are adding are what we call battle challenges. A battle challenge is similar to a remix level, heavily inspired by a previous level but these ones are turned into a deadly gauntlet of enemies, truly testing your combat skill. For those asking if the No Ammo mode is still playable on these levels, the answer is YES! Though it’s rather insane if you ask us…

As combat is not for everyone we’ve included another new level that is also a first of its kind. Kalifen has been working with us to polish up and rework his competition winning level into the first community-made design to become an official stage. It’s been heavily modified and the improvements are noticeable immediately. We recommend everyone to check it out, though it will require the Defiance DLC as it relies on assets from the DLC.

Additionally, the Fog Remix II level that previously was a custom level made by our level designer Keasar, has now been added to the level selection map making it easily available for everyone to enjoy!

Finally, to celebrate this event we are also hosting a race-to-the-finish competition!


The first player that can beat the new Demi-god achievement and upload a video of them doing so, will win a Demi portrait painted by Poi Poi Chen, and signed by the whole Coilworks team, plus a Coilworks T-Shirt! The second player completing this will also receive a T-Shirt. All players beating this achievement will earn a bucket of respect as this is one of the toughest, if not THE toughest achievement you will ever face! For anybody attempting it, I wish you the best of luck!

To participate in the competition you need to record a video of your complete playthrough while obtaining the achievement, upload the video to YouTube or any other publicly available video streaming service and tweet a link to the video with the hashtags #Cloudbuilt and #CloudbuiltCompetition.

Best of luck to everyone playing the new mode or trying out the new levels!

Here follows a short patch notice:
<*> Added Level Rush Mode
<*> Improved the main menu with color coding and better gamepad support.
<*> Added a Level Rush Mode leader board to the main menu once you’ve unlocked one of the rush modes.
<*> Added 4 levels to the level select menu.
<*> Added 4 new achievements.
<*> Patched a bug where restarting a wall-run from a wallslide state would sometimes not work.
<*> Changed the lighting in one of the old storm levels
<*> Lowered the jump distance on some Guardians on another storm level.
<*> Tweaked collision to look less buggy on a pipe on the Defiance level Desire.
<*> Added a more solid fix for the workaround for the driver bug of some AMD GPUs.
<*> Fixed a small bug that in rare cases wold soft lock the game when jumping around while accessing the level select menu from the room.

Best Community Levels & Competition Winners

Thank you everyone for taking part in the Cloudbuilt Level Editor competition! We have had an exhilarating time exploring, speed-running and falling off of the creations submitted over the last month. The level editor has been wonderfully adopted as we had hoped and already Cloudbuilt has many more levels available to play than we could have ever created.

Winners


Without further ado, the first winner of the Mad Catz Tournament Edition R.A.T. and matching mouse mat is Kalifen with his entry "What goes up must come down"! Kalifen's level (linked below) features some eloquent wall running and generous use of Defiance's newly added boosters creating a whirlwind rush of a level. Be warned, intermediate skill is required however we fully recommend giving it a shot!
http://steamcommunity.com/sharedfiles/filedetails/?id=412660429

Coilworks have also chosen their favourite design to be awarded the Mad Catz mouse bundle. Here’s a message from them about their choice pick and some special mentions:

The community level that won our Coilworks choice is Chi Pa Pa’s Cacophony. It feels good to play, has a nice challenge level and have an interesting atmosphere.
http://steamcommunity.com/sharedfiles/filedetails/?id=415326044

There were a lot of great levels and we had a lot of fun playing through them all. We of course agree with the community that Kalifen made some truly amazing stuff but we would also like to mention a couple of other creators that made some levels that we really found to be extra interesting.

Three Paths by Bunny


Bunny showed just like Kalifen some really creative stuff, and many of the challenges were really inspiring.
http://steamcommunity.com/sharedfiles/filedetails/?id=425306917

Pyramids by Ztodko


Ztodko made a huge effort by working with a unique level theme, and trying to build up an interesting atmosphere. There was even a newly sculpted statue!
http://steamcommunity.com/sharedfiles/filedetails/?id=424825622

Mine F*** by Zanarias


Zanarias probably made the most confusing level of all and it was a true mess to play, but intentionally so. We had a lot of fun struggling our way through it, treating it more like a puzzle than anything else. We even started giving each other tips and sharing solutions while playing to try and conquer it as a team! We found it very interesting but it’s definitely an acquired taste.
http://steamcommunity.com/sharedfiles/filedetails/?id=412599043

Once again a big thank you from all of us here at Rising Star Games and Coilworks to the community for supporting the launch of the Cloudbuilt level editor.

Both competition winners will have received a friend request from RSG’s Spoonparty and he will ensure your prizes find you safely.

Have a great weekend!

-Rising Star Games and Coilworks

Game patch & lots of Editor improvements

We have not written full patch notices for the last two patches, but here comes a full list of all the fixes and changes.

Hope you find them interesting!

Game:


  • Leader boards for custom levels now implemented
  • A more robust custom level menu with support for browsing through more than 10 levels
  • Models skins from defiance now work in the practice level as well
  • When doing generalization of game input, a small buffer time for jumps and dash input during a dash have been added, leading to inputs not getting eaten if pressed right before the allowed timing.
  • A bug with the player weapon was fixed, where the player sometimes could not fire a green charge bullet if released right as the weapon reloaded.
  • Added cloud save feature. If you have a local save file, the game will ask what to do when starting up. (The old and local file will not be removed, it will simply be renamed, so you can still find it)
  • A bug with the messages in in the result screen were corrected.
  • The camera now continues to animate when accessing the custom level menu
  • Some secret edits were made to the games intro level…


Editor:


  • Added weapon pickup asset that makes it possible to fully customize and build custom weapons and bullets. The pickup can also use different colors to distinguish between weapon types.
  • Shield barrier and shield gates assets now have the option override the default shield color, enabling them inform players of a potentially modified behavior.
  • The deprecated Mono Script triggers were removed. You can no longer create them, but levels that were using them previously can still use them, but it’s recommended to change to the normal script triggers.
  • The script triggers got an easier to use menu to choose script.
  • Time dilation script were added to allow down to 25% and up to 400% game speed. Notice that it might get more CPU demanding to run the game quicker, so use it with care if there are a lot of things happening in your levels.
  • New script were added to enable to change music mid level.
  • Tutorial message script were added, allowing you to write messages to the player, containing tips or general information.
  • Game modes can now be tested within the level editor, by going to the play settings panel.
  • A level can now choose what music to use through the level settings panel.
  • You can now set the number of lives a player should start with through the level settings panel.
  • More game mode options were added, one of them being the ability to limit the players energy freely.
  • The player asset got a few fixes, including a fix to the max energy value, and a new option for ghost mode, as well as two new values to tweak the game rules, enabling custom levels to hinder some of the more extreme methods for shortcuts.
  • Popup menus scroll feature were inversed
  • The camera free flight mode can now be activated though simply holding down the right mouse button and start dragging the mouse.
  • Change auto save interval and number of files to save every 5 minutes of editing, and save up to 12 files.
  • Fixed the old editor HUD bug where some elements got invisible
  • Added a view drop down button in the asset panel, to reset the camera back to the level origin or focus on the levels directional lights.
  • Screen shot feature for the publishing menu was fixed to work properly first time it’s used.
  • Option to generate a new leader board was added to the publishing menu. This will render all old leader boards unusable, and inaccessible, so use with care, but if the level have gone through significant changes that can affect the leaderboard, it’s recommended to generate new ones to keep things fair.
  • Added a feature to return to the editor in position from game play
  • Made the render variable window in the level settings panel more manageable.
  • Hotkeys for changing game speed while running the editor was changed to:

    • Decrease game speed with <,>
    • Increase game speed with <.>
    • Reset game speed with

  • Added two new larger versions of existing enemies.
  • Fixed a bug with level block splitting to not create texture seams any more
  • Fixed some other minor issues causing crashes in some rare situations.

The list is quite long, and there are many changes here. Please let us know if we missed to mention something. It’s easy to forget minor improvements there were made in the fly here and there.

We are also working to finish the last two video tutorials for the level editor.

Hope you enjoy the game, and see you guys around!

Regards,

The Coilworks team


Game & Editor Patch + Useful resources

So, just like yesterday we have a patch for the game and the editor, also I would like you give you a link to three resources that could be very useful when working with the Level Editor.
Firstly we have the introduction video tutorial (future videos are in the works and will be posted on the same YouTube channel):
https://www.youtube.com/watch?v=KuSlkEZbK9M

Secondly we have some complimentary information in text for on the editors Wikia page:
http://cloudbuilteditor.wikia.com/

And finally I would like to link to the templates and reference levels I mentioned yesterday:
http://steamcommunity.com/id/coilworks/myworkshopfiles/?appid=262390
you can use these templates as a base for your levels if you want a good base lighting and background for your levels, and the reference levels can be good to analyze but also useful if you want to make your own teaks or game modes on existing levels.

The list of changes with this patch is as follows:
Game:

  • Fixed a bug with the ending sequences sometime didn’t play
  • Fixed a bug where the camera in those outro sequences didn’t play correctly
  • Added feature to re watch any ending from the workstation in the room.

Editor:

  • Fixed the bugged GUI, so there should no longer be any invisible elements
  • Improved the open scene menu to be more robust but also easier to navigate
  • You can now scroll over the popup menus to move them up and down. Helpful if the menus are too large to be down on one screen.


There are a few underling changes as well, but nothing to take not to in particular!

Hope you find these improvements useful, and good luck with all those custom levels, both playing and making them. There are some really amazing levels out already! Some really impressive work and we are looking forward to see and play even more!

/the Coilworks team

Game & Editor Patch + Workshop Templates

We have now patched the game and editor! Some bugs in the game were fixed, including the none functional drain fields for the defiance DLC. Other fixes were to the custom levels menu and to the editor.

Game:

  • Fixed bug with drain fields
  • Fixed bugs with outdated scripts
  • Fixed do that the custom level menu don’t freeze when you have subscribed to a level with corrupt meta data
  • Fixed so that you can select what custom level to play, no matter the file path of your steam directory
  • Fixed a bug with the menu when unsubscribing from a lot of levels and resubscribing
  • Fixed so that you can see the name of the creator even if the person is not on your friend list

Editor:

  • Fixed default view for asset and texture manager to be the grid view
  • Fixed the utility renderer so that shapes and lines in the editor get drawn
  • Fixed the handling of meta data, so uploading of new levels will work better
  • (Tried to address the invisible GUI elements, but the bug actually seem to be persistent in the release version, we will continue to investigate this bug)
  • Fixed an auto save function that will save your level in the background every 7 minutes, and cycle between 6 different files, so if the editor crashes, keep in mind that you can go in and get those files. (not automatic system to detect incorrect shutdowns and load backups yet)
  • Fixed duplication to handle selection of the new objects correctly
  • Fixed the auto switching of the properties window to the target selection to work in all cases
  • You can now easily import all level you are subscribed to and start editing them to create your own version


We will also now start unloading templates for all of the themes used in the main game, as well as all none story related levels from the main game as references. You will be able to find them in the workshop if you look for Coilworks contributions, but please don’t vote them up, so they won’t block the list from the actual user generated content.

The reference levels will be named [Reference-] - , and the templates will be named [Template-]-, where Base/DLC1/DLC2 refers to the content required to load them. Base referees the main game, DLC1 to Through the Fog, and DLC2 to Defiance.

Please let us know how things work out and hope you enjoy!

/Coilworks

Build ID: 564034

Level Editor Tools – now available!

Hi everyone!

Did you realise that it's been a year since Cloudbuilt came out? Well, it is. And to celebrate the game's first anniversary, we've got a special treat for everyone: you can now grab and use the new Level Editor tools to create your very own Cloudbuilt stages. And the best part? They're totally FREE!

These tools are an updated and slightly modified version of the ones used by Coilworks to make the main Cloudbuilt levels, and you can use them to create either standalone levels or, if you're really creative, whole new game modes! Combine modifiers used in the original modes to mix things up, or come up with creative solutions to make any type of level you like – focus heavily on action, make technical challenges or simply offer a flowing platform environment. It's entirely up to you!

What's more, the tools are integrated with Steamworks, so uploading your own maps (as well as downloading the maps made by other people) is incredibly easy. They also come complete with ALL the in-game maps for you to use as a base for your own ideas. Plus! If you own the Defiance DLC, you can use all the new elements from that – power-refilling walls, bouncing boosters, platform obstructions and more – in your stages too. (Please note: you must also have the Defiance DLC if you want to download and play levels made using elements from the DLC).

To kickstart the level-building action, we've not only got Cloudbuilt up for a 50% discount right now (so invite your friends to join in!), we're also running a competition! To enter the competition, all you need to do is submit a level design to the Steam Workshop by Monday 20th April. Two winners will be chosen based on the following criteria:

• One will be selected based on the highest community rating (so be sure to promote your map and publish it soon!)
• One will be judged by developer Coilworks on creativity and level design

Each winner will receive:
- 1x Mad Catz R.A.T. Tournament Edition Mouse
- 1x Mad Catz G.L.I.D.E. Tournament Edition Mouse Mat

Entries are accepted globally, and the deadline is Monday 20th April 2015 at 23:59 GMT. Terms and conditions can be found on the RSG website.

Whether you're entering the competition or not though, we hope you enjoy the Level Editor tools. The new era of Cloudbuilt starts today!

The RSG/Coilworks Team