Falling Out cover
Falling Out screenshot
PC PS4 XONE Switch PS5 Series X Steam
Genre: Platform, Adventure, Indie, Arcade

Falling Out

Patch Notes for v1.0.21.12

Another week, another patch. After last week's fixes for stomping on enemies and also adding of auto-aim, this we added a Custom Game menu in Solo too. Besides selecting items to have in your inventory when starting a Custom Game run, you can now also tweak the flood time (including turning it off), infinite credits and also turning on random level modifiers. Well, the latter is more to add some chaos if you're so inclined. :) Of course when doing a custom game, posting score to leaderboards and achievements will be disabled.



Full patch notes:

Added




  • Added Custom Game for Solo with added options for custom flood timer, infinite credits, and level modifiers.


Fixed




  • Tentative fix for crash log where in infestation (world 1 - 4), the enemies shuffle bag would not be set. CNR.
  • Fix for on completing the game, the score was being submitted on the next difficulty leaderboard
  • Shortened Windows setting description to just be Falling Out. Otherwise it would be too long in task manager
  • Fix for PCs who might be running at a lower frame rate (especially during some stream), the Boss's talisman is not spawned on death causing the game to get stuck, because the destroying of boss animation is timed by time, while spewing is timed by frames. Saw it while streaming with Suspense.
  • Fix for weird drawing of surface when alt-tabbing. Mostly experienced when streamers alt-tab.
  • Tentative fix for enemies with HP 2+ which would attack you immediately. If you hit them while they are airborn, and after landing a few frames after, they would attack you immediately (and jump at you).
  • Fix for enemies not hitting you if they are startled by you and you get into them
  • Tweaked stomping of enemies a bit more so that a) it's a bit more forgiving when hitting them airborn when hitting them near the peak for a jump, b) if you're below them, you shouldn't hit them as that was too forgiving and looked odd.
  • Tentative fix for a crash log where one of the objects in shop vault didn't exist, and so when saving it crashed. CNR. PP-8K
  • Fix for Take turns not working properly in Loot Battle No partner
  • When slipping on Poo, player should do an angry sound
  • Fix for displaying the webs for halloween on the main menu when halloween is disabled
  • Fixes for stealing from cage stand. If you're running, it shouldn't take it causing the flood but should get into stealing state. If you're looking away from the object on the cage stand, it shouldn't take it causing a flood.

Demo available again for IndieCade + We are streaming Live!

For those considering getting "Falling Out", we have once again made the demo available to play! We are celebrating being part of the IndieCade event and are excited to be featured alongside many great indie games.

To kick things off, we will be doing a livestream so you can take a quick look! If you miss it, we are also doing rebroadcasts for the rest of the event.

Patch notes for v1.0.21.11

We have been listening and we noticed that some of you were getting frustrating on two things
1) Stomping on enemies sometimes would get you hurt (especially if you jumped on the enemy from the side)
2) Aiming a throw when an enemy is close by is difficult to master.

So we fixed the stomping - it should be much more forgiving now.
And we added Auto-aiming in the Tourist (Easy mode), where when an enemy is close by, the thrown object/partner is aimed at the enemy. Don't worry, you can still turn it off from Settings->Controls if you prefer timing your throws.



Full Release Notes

Added



- Added auto-aim when throwing against an enemy in easy mode. Can be turned off from Settings -> Controls

Modified



- Tweaked a bit how a player can kill an enemy by jumping on him. Previously it was too harsh. Now it's more forgiving.
- When a partner is sliding on the floor, it should still kill the enemy even at lower velocity, to reduce frustration to players.
- When throwing your partner at an enemy with HP 2+, the partner shouldn't get hurt.
- Tweaked further the balancing for killing enemies by jumping on them
- Grappling Gun even Level 1 and 2 now hit enemies
- It will not ask for feedback anymore after a crash. Also fixed the issue of the game not restarting after a crash, since I needed to update the execute shell plugin to be 64-bit.
- Some buttons in dialogs (e.g. exiting from game level) should have the negative choice be red.
- Removed Halloween Run

Fixed



- Tentative fix for rare crash when depositing in piggy bank.
- Tentative fix for crash log where on generating level, level number was 0 which is never the case unless it's the tutorial. But we don't generate a level in the tutorial since it's a static level.
- Tentative fix for crash in level gen. Suspected that a data file is being messed with as that is the only way I managed to repro. If file is tempered, it will show an error and exit.
- Fix for annoyance of throwing partner against wall in solo, and on hitting a wall it changes sprite to sliding vertically, causing a collision with an enemy and gets hurt instead of killing the enemy.
- Mines/C4s should be infront of objects.
- Fixed spiders getting stuck near cage. Regression due to changing cage stand sprite collision.
- Discord integration is now working again.
- Tentative fix for crash found on sentry when getting hearts hud data in replay.

Scream Fest (Halloween) In-Game Event for Falling Out Coming 25th October!

From the 25th of October to 1st of November, we will be activating our in-game event called Halloween Run. So with a new game mode, more weapons and additional ways to brag high scores, there has never been a better time to take this oddball couple for a spin.

New Game Mode
Play our new mode called “Halloween Run”, where for a limited time (during Steam Scream Fest), you will find a slightly more challenging run with a twist. You have to kill enemies to survive, and each kill replenishes your health which reduces over time.

Weapons Galore
Don’t let progress get in the way of obtaining some of the most outlandish weapons in Falling Out. In this new game mode, players will discover more weapons in Pumpkin Crates (obviously), providing access to some of the finest arsenal these tombs offer.

Scream Fest Leaderboard
This exclusive leaderboard will be available throughout Screamfest, and we’ll be providing shout-outs to some of the finest players via our socials throughout the festival.

Dreamhack Beyond Indies Showcase Stream Live!

We are proud to be part of the Dreamhack Beyond event and in celebration, are extending our launch discount of 20% until Wednesday at 23:59 Local!

In addition, we are also live-streaming with the developer so do swing by and have a look!

Patch Now Available! (v1.0.21.7)

We received some suggestions which we took on board. Also we fixed some stuff which were reported on our discord or from the automated crash logs that we received.

Highlights



Added


- Support for uploading screenshots to Steam. You can know press F12 (default key) and take a screenshot that you can share on Steam community.

Modified


- Tweaked time to drop something from inventory
- Arrow packs and banana packs now need to picked up since it was annoying players to auto-pick up

Fixed


- Fixes related to crashes when doing an explosive on top of a cage. The developer didn't test that scenario... he is playing it wrongly it seems.
- Do not allow to carry Egg in inventory. This was causing problems. Who carries a dragon egg anyway?!
- Do not allow to put player in the vault when playing coop. LOL! Now this was funny!
- Do not break stuff protected by cage when there's an explosion. Some players found a way how to pop out the object in the cage with an explosive.




Full Patch Notes


If you're interested in the nitty gritty details of all the fixes, here are the full patch notes:

Added


- Support for uploading screenshots to Steam.

Modified


- Added a sound for Mayan boss to telegraph better the throwing of the Sword.
- Tweaked time to drop something from inventory from 0.75 of a sec to 0.5sec
- Arrow packs and banana packs now need to picked up since it was annoying players to auto-pick up

Fixed


- Fixed saving and loading of inventory replay data
- Fixes related to crashes when doing an explosive on top of a cage.
- Tentative fix for rare crash log when checking for invisibility cloak.
- Tentative fix for crash when firing arrow. Could not reproduce.
- Tentative fix for crash in map reported via automated crash log.
- Tentative fix for crash where shop vault was not found.
- Tentative fix for crash in Entity Manager where a data structure doesn't exit. Suspecting it's being updated by the engine when object is already cleaned up.
- Do not allow to carry Egg in inventory.
- Avoids rare crash when exiting the game and a snowball or lavaball does a splatter causing a crash instead of exiting gracefully
- Fix for crash when drawing weapon and weapon has been destroyed while in hands.
- Tentative fix for crash when picking up object. Could not reproduce crash found in collected crash logs.
- Do not allow to put player in the vault when playing coop. LOL!
- Just in case to avoid a crash when a weapon has been destroyed while in player's hands.
- Tentative fix for crash when using a close range weapon.
- Fix for when restoring from a crash after going back to a shop, the shop stand would not open
- Tentative fix for when a crate is shown on the shop stand (don't know how to repro), at least it would not crash.
- Fix for crash if receiving bogus response for time from server.
- Do not break stuff protected by cage when there's an explosion.
- Do not destroy walls below the cage stand, as it looks odd when there's an explosion
- When there's a dead enemy you cannot pickup (e.g. mummy) and another dead enemy you can pick up (e.g. scarab) then it should allow you to pickup the scarab and not just say some text of disgust.
- Improved support for Alt-Enter (but title bar doesn't appear until you Alt-Tab back or resize the window)
- Fix for crash when trying to add Beans in the Custom Game menu for a coop game.
- Fix for Friend carrying something, leaves it behind when goes to rope.
- Tentative fix for ghost blocks after reloading a level, where now if both decals and wall data are not both present then it doesn’t use partial data.
- Fix for Freed friend in Mayan Boss can get hit after killing boss.
- When dropping stuff from inventory, add a bit of randomness in the drop so they don't land on the same spot.
- Crash when Gargoyle is hit by a Troll (or other enemy) while charging lasers.
- Fix for some room templates (in World 3 and 4) with a cage where player could potentially end up blocked after the cage is lifted

'FALLING OUT' LAUNCHES TODAY WITH 20% DISCOUNT

We are delighted to announce the release of our first title, Falling Out, which supports 11 languages and is available worldwide.



FALLING OUT is a frantic 2D platform roguelite title in which you take control of oddball couple Giorgio and Felicie on the holiday from hell. Navigate randomly generated ancient temples while finding treasures, dodging traps, slaying enemies, and crafting weapons. On your adventure you’ll run into the equally lost, but rather helpful, shopkeeper, Azar and extremely frightening end-of-world bosses!

Not only is FALLING OUT our first game it is also the first release from talented indie developer PolyCrunch Games. We’ve had a lot of fun working with Neville Attard, the one man machine behind PolyCrunch, and are delighted to have been able to support his dream of releasing FALLING OUT to a huge worldwide audience.

This first release has involved the talent and hard work of a small but dedicated team across development, marketing, porting, localisation, quality assurance, compliance, certification and many other areas. We’ll share more about what it takes to create a game, support multiple languages and simultaneously launch it on four platforms in a future blog, but for now, please download and enjoy FALLING OUT whilst the launch discount is available!

Key Features:


  • Play with two characters at a time in single-player mode, or join with a friend in local co-op and versus modes.
  • Easily switch between characters to use their unique abilities.
  • Deep metagame - decode blueprints, buy objects and collect scraps to build weapons and items that will help you overcome the unknown perils ahead.
  • Procedurally generated roguelike levels. Each play session is unique.
  • Explore, navigate, and survive worlds full of ghastly ancient creatures.
  • Challenge yourself to set the global best score in the daily pyramid
  • Relive your most hilarious moments with slow-motion replay


Thank you to everyone in the community who has shown your support during development - we really appreciate it!

Please let us know what you think :)

DEMO: We've Been Tinkering!

Thanks to everyone for playing the demo and providing some great feedback! We want to make sure players have the best possible experience so we've made some updates/fixes to the current build.

As always, we'd appreciate any and all feedback - good or bad - we can take it :)

# Added

- New Egypt Level 3 and 4 audio tracks
- Updated texts with new layout and also texts from writer
- Added Confirmation for Exit from main menu
- Added confirmation before exiting to main main from Pause menu
- Switch keyprompts to keyboard, if using keyboard.
- Restart option on gameover and don't have any other credits left. Also Game Over is displayed immediately now and not having to press continue.
- The Pause menu now displays a Quick Restart option (when playing a generated level), and it will get you back to the map and lose one continue.
- Added a flash on the heart container when consuming it, to attract a bit attention.
- Added random dark level node into map. Also added updated icons for info.
- Show vault opening when putting stuff in it
- Hand animation for shop stand.
- Added a bg for notifications

# Modified

- Do not create special rooms in first level of a world. JPP-32
- Update map background and moved merchant to the side.
- Performance improvements
- Quicker bg fade for simple dialogs
- Made piggy bank UI consistent.
- Added buttons to simple dialogs with keys help incorporated.
- Take input on dialogs when they are still coming down.
- Allow clicks in level selector while transition is not 100% complete as it was annoying to wait for it to complete.
- Tweaks to map UI, include nodes, colors, speech bubble, and hearts alignments.
- Tweaks to workbench dialog
- Order shop craftables near each other according to level (and not price). Also grappling guns are all under Equipment now, even though 2 of them can be used as weapons.
- Updated Blueprints icons
- Minor tweaks for Stealing. Using green instead of orange ring. Tweaked the rings and added some leeway when stealing. Also Snatch It keyhelp is now using the same in-game key prompt style.
- Tweaked merchant speech bubble in level selector
- Grouping for items in Vault dialog


# Fixes

- Fix for crash when trying to access inventory from map
- Tentative fix for crash in arrow dashes. #PP-4M
- Tentative fix for crash when using something from inventory and since you use it, it returns nothing. #PP-5H
- If we don't handle an item, we should output the sprite name to better understand what caused it. Related with #PP-57
- Tentative fix when trying to create an invalid dimension surface where zoom would be a non-sense value. #PP-55
- Fix for switching just after doing a whistle and new NPC keeps running.
- Fix for merchant jokes last line being said double.
- Should not be able to put piggy bank in inventory!
- Minor tweak to remove from inventory pos since checking for extra glow stick wasn't being checked properly now that we have an inventory for the friend too.
- Fix when merchant reminds about 10% cut of piggy bank, to use a speech bubble and wait for player to read.
- Allow replay only in levels and boss rooms. Avoids crash in intro/tutorial scenes if trying to activate replay.
- Fix for getting hurt and coins fly out when being pulled by grappling gun and colliding with a wall at a certain speed.
- Fix for direction keys not handled for character/color select
- Don't draw menu key prompts when there's a simple message dialog.
- Round off coordinates when drawing keys as they would clip any subpixels on the gui layer.
- Fix for sub-pixel camera view movement, causing weird glitches especially when rendering text in-game (not on gui)
- Fix for grappling gun hurting own player
- Fix for small text, to use only 4 way offset nudge stroke (instead of 9 way)
- Do not allow pause menu during bootstrap.

FALLING OUT: Steam Next Fest and Guerrilla Collective 3.5

It is a very busy Monday indeed!



Today is the start of the glorious Steam Next Fest which celebrates upcoming titles with demos (like ours!) for a whole seven days. We're so pleased to be part of this important event and extend the opportunity for people to get hands-on with our odd couple once more.

Not only that...today is also Guerrilla Collective 3.5 and FALLING OUT has been selected for the showcase. In celebration we'll be dropping a brand new asset at the show so please do check it out from 1pm Pacific | 10pm CET today! (Monday 13th). Head over to the IGN homepage at that time to get check out all the cool games on show...but mainly ours, of course :)

Other ways to watch

We'll also be running regular streams throughout Steam Next Fest, so please do drop by our store page if you want to see Nevile, the creator, play through our Demo!