Added the ability to switch between fullscreen and windowed while in-game by pressing control + F. Please report in the community hub if this bugs and/or messes with keyboard layouts.
On Macs, if doing this freezes the game screen, press CMD + P to fix this.
P*A*T*C*H
Made the "automatic jump" -option work when starting a fresh game
Rebalanced some of the harder bosses for the easy mode
Assorted bugfixes and some room tweaks
Patching!
Added an option to be able to hold jump to jump continuously since it was requested
Fixed some (hopefully final) transition issues
Some less important fixes and tweaks, mainly related to game flow and preventing some sequence breaks from being too obvious
Another small patch!
Reduced scorpion health
Made it less easy to do some stuff in unintended order
Made some random things nonrandom to make the game more coherent
The intro animation is now limited to 6 seconds (kind of a placeholder solution but it'll have to do until I figure out what's up with that)
There'll also be a larger announcement tomorrow with some ~~BIG NEWS~~
Large Update A Week After Release
What the title says; an update with some larger features that took more time to implement. The largest ones are:
Diskettes and health upgrades become greyscale on the legacy map when you collect them
Boss names are displayed during boss fights. I may need to adjust the name bar later in case it's obstructive
When you start a new game, you can now choose between Normal and Easy; on Easy you start with more health, get more from health upgrades and the enemies deal one damage less.
There's now a small bonus for those who complete the game quickly!
Then there's a large list of smaller bugs, such as typos, some level design problems, glitches etc.
More patchin'
Here we go, again:
Made the security doors actually become disabled
A certain item can now be turned on and off
Fixed yet more room transition problems
Improved game flow by adjusting some rooms
Another patch!
There were some oversights in the last one, so here we go:
There was a room design oversight that made getting a powerup way harder than intended. If you've found the yellow keycard and unsure where to go next, this might help a bit!
Added a new ending for the completionists
Fixed some more room transition issues
Improved the teleporters to remove a possible bad room bug
Thank you, and sorry for the issues!
Patch to the game
I've been releasing patches to the game over the past few days, but I thought it might be a good idea to announce them: PATCHES!
Things changed/added:
Changed the underwater sector to make the game flow better
Fixed lots of little bugs and such with level transitions
Made some of the post-endgame content less obscure
Made the 6th boss easier and less randomized
Added a new settings option for gamepads with no sticks
Added a new savepoint in the temple to make the game flow better
Other things I'm forgetting right now
It has been very interesting to read player feedback and discussion, thank you!
Watch the game's pre-release stream on Youtube!
Me and Noby, the game's musician, streamed the game and talked about it's design 2 hours before the release. The stream's now fully on Youtube, so if you're interested in hearing about the design process, check out the video!
https://www.youtube.com/watch?v=M-vweWw6tHE&t=31m40s
It's in two parts, and there's even a small sneak peek to another project I'm working on.
Released!
Environmental Station Alpha has now been released! Thanks to everyone who participated in the pre-release stream, and to people who've supported the game's development over the years!