Freedom Planet 2 cover
Freedom Planet 2 screenshot
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Genre: Platform, Adventure, Indie

Freedom Planet 2

Happy Holidays! Version 1.1.9r is Live!

Good morning, Avalicians! Today's update adds a new item to Yuni's shop, improvements to Neera's speedrunning capabilities, and numerous fixes and quality of life adjustments.

We hope everyone is having a good, safe and warm holiday weekend!

General
- Several "rival" bosses now don't inflict hitstun on themselves if their attack connects with the player; this should fix cases when these bosses would freeze in place when colliding with guarding players.
- Changed interaction mechanisms between players and crush zones. Crush zones scripts are now passive by themselves, and player script now instead scans for crush zones if it detects being pinched from two opposite directions during terrain unstuck check method. Crush zones now require to overlap the player using OOBB collision check instead of AABB to take into account player's angle and exclude more cases of unfair deaths.
- Fixed a stray tail childsprite appearing on player's position if Bike Carol player gets crushed.
- Shockwaves from Stinger Bombs now should not skip or add extra waves depending on delta time.
- The Results menu now waits for 20 frames before removing any slowdown effects - this should return proper slowdown effect if, for example, the stage is considered complete on defeating a "rival" boss character.
- Cutscenes in Palace Courtyard, Nalao Lake, Diamond Point, Merga, and the ending should now be skippable in Classic mode.

Neera
- Most player melee attacks now apply a multiplier to the target's invincibility time based on the current speed of the animation. This is aimed at fixing an issue with Neera's multi-hit attacks where they would land fewer hits at higher speeds, making some of her Focus boosted attacks deal less overall damage than her unboosted attacks.
- Neutral attack on the ground no longer decreases Neera's ground velocity during the animation.
- Increased speed gain from Spear Drive from 3 to 5. Additionally, the speed increase on the ground is no longer capped at 18 and now adheres to the global ground speed cap of 24.
- You can now hold Down when using Neera's Hammer Drive in order to fast fall.

Items
- A new item has been added: Petal Armor, which increases the invincibility time after getting hit without a shield from 1 second to 3 seconds while equipped. It can be purchased from Yuni in the Singing Water Temple for 1 gold gem or Chloe in Shuigang/Parusa for 2 gold gems. (As a side note, the requirement for the Treasure Hunter badge will remain at 30 items regardless of how many new items are added in updates.)
- Chloe now sells Strong Shields and Element Burst, for 3 gold gems each.
- Element Burst's price in Classic mode has been reduced to 1 gold gem to match its price in Yuni's shop in Adventure mode.
- Updated Max Life Up's sprite so the petal matches the one on the Crystals to Petals item.
- Cores are now magnetized by metal shields instead of earth shields. The description of the metal shield in the Guide has been updated to reflect this. Their magnet range now doubles while the shield is active.
- Added the vinyl for Globe Opera 2A and City Hall to Classic mode's shop. It should now be possible to obtain every vinyl in Classic mode.

Airship Sigwada
- Increased the vertical range of Corazon's arena to fit tightly within collision and pushers. Same for Corazon's arena in the Battlesphere.
- Changed pushers to Instant Eject mode to avoid the player getting caught on the top walls' corners of Corazon's arena.

The Battlesphere
- In Galactic Rumble, added a crush zone to the lowering ceiling in accordance to the new crush checks' mechanisms.
- Fire platforms in Battlesphere should now spew fire more consistently.

Robot Graveyard
- Prevented Monster Cube's laser from instantly firing right after transforming into Moth form on 2nd+ transform.

Snowfields
- Serpentine's phase transition now should properly pause the terrain quake sound when the player pauses the game.
- Serpentine's shield during upper Dual Crash attack now deals knockback properly if the player touches it.
- Serpentine's shield during upper Dual Crash now has slightly more vertical knockback, making it more likely to push the player that touches it into the bullet stream.
- Serpentine's boss script now can control where the player and Serpentine get teleported to when the phase transition begins, and can also lock player's control for a certain duration. In Snowfields this is done to reliably put the player near the Wood Shield crystal during the phase transition from Serpentine to Wolf Armor.
- The moving terrain during phase transition now doesn't get destroyed after reaching certain point. This should avoid situations when the player hits the shield crystal very late and doesn't get it because of the moving terrain the crystal is pareted to gets destroyed.
- The top pusher in the Wolf Armor arena is now properly enabled.
- Increased the vertical range of Wolf Armor's arena to fit tightly within collision and pushers. Same for Wolf Armor's arena in the Battlesphere.
- Slightly changed the funneling trash terrain that leads to Wolf Armor's arena so that its collision would align with the arena's main walls.

Lightning Tower
- Switched colliders to Pushers in the top segments of the tower that lead to the boss to prevent Bike Carol from riding the internal wall along its curvature and ending up riding on the outer wall.
- Increased boss activation range for Storm Slider, fixing it not starting the fight if the player lands on the rightmost part of the rail.

Magma Starscape
- Changed Activation Mode for the rising platforms used in the boss arena to prevent some of these platforms not being present during the fight if the player happens to ascend too fast.
- Changed exit offset of the camera hotspot in the boss arena so that the hotspot would "let go" as soon as the player leaves its boundaries - this should ease cases of receiving unfair damage when the player gets into the boss arena area before lava rises up properly and then falls back down.

Inversion Dynamo
- Fixed player's tail being inverted if respawning on one of the left-facing checkpoints.

Steam Awards Nomination & Steam Autumn Sale!

Avalicians, heed our call! The Steam Awards are in full swing, and with Freedom Planet 2 now officially compatible with the Steam Deck, we humbly ask for your consideration in nominating us for Best Game On the Go!

Additionally, with the Steam Autumn Sale in full swing, we have restored our 10% launch discount, as well as special discounts on the rest of our Steam library including the original Freedom Planet, Grapple Force Rena, and Petal Crash. Thank you again so much for your support over the years, and we hope you all have a nice and relaxing week! ♥

- Sabrina

Version 1.1.8r is Live!

Hello Avalicians! This update contains a bunch of fixes and quality of life changes we've been working on the past couple of weeks. We've also addressed the performance issues with Lunar Cannon. Thank you again for your feedback and for all of your support!


General
- Adjusted interaction conditions for various enemies and gimmicks, so that they would either properly return players into their alive / KO'd state or reject KO'd players outright. This includes the drill rides in Phoenix Highway, spinning columns in Globe Opera 2, and pinball flippers in Bakuna Rush.
- Enemies now remove all of the accumulated points of player-inflicted elemental damage (through Element Burst item) on death. This should fix freshly respawned enemies having leftover elemental damage ticks.
- Some bosses that can retreat now remove player-inflicted elemental damage on retreating.
- Removed possibility of dealing stacking damage to the player from attacks that use ProjectileBasic and ProjectileRocket scripts, as well as other various attacks.
- Environments where the player isn't supposed to take lasting damage (like Tutorials and Dodgeball training) no longer check if the player is in Hurt state to heal inflicted damage. This should fix cases when damage dealt to the player wasn't recovered if the hit was absorbed by super armor.
- In the cutscene viewer, disabled "Airship Sigwada: Boss Intro" for Carol as this cutscene doesn't exist in her story.

Carol
- Players can now hold down the Attack button and Carol will automatically use her claw combo as fast as possible.

Cutscenes
- Cutscene dialog boxes now remain visible when the game is paused.
- Pausing the game during a cutscene now plays a more subdued sound effect.

Royal Palace
- Split Leone's ending dialog into two lines to prevent the second sentence from being cut off.

Avian Museum
- Adjusted the physics of the bird springboard platforms to make them bend under the player's weight when the player walks on them.
- Added missing wings to two floating platforms in the virtual reality area.

Tiger Falls
- Rosebud now removes player-inflicted elemental damage from its main head weakpoint after restoring the weakpoints on its body.

Robot Graveyard
- Slightly altered conditions for activating the first zombie encounter dialog.

Globe Opera 1
- Removed possibility of dealing stacking damage to the player from exploding grid tiles.

Auditorium
- Overlapping projectiles from the boss no longer deals stacking damage to the player if more than one manages to overlap and hurt the player at the same time.

Nalao Lake
- Plant spirals are now flagged as harmless, preventing the player from being able to heal when attacking them with Life Steal potion slots equipped.

Ancestral Forge
- Adjusted the physics of the beanstalk leaf platforms to make them bend under the player's weight when the player walks on them.

Lightning Tower
- Players can no longer enter a circuit bridge node that is already occupied by a marble.
- Corazon's letter in Carol's ending cutscene no longer has animated text.

Bakunawa Chase
- Fixed an issue where dealing damage to Crabulon before its health bar appeared could lead to its body becoming immune to damage before the fight was over.
- Crabulon's main body is now more responsive to being hit.

Bakunawa Rush
- Raised the angled ceiling above a mandatory pinball to prevent it from erroneously bouncing against it at certain frame timings.

Lunar Cannon
- The color exclusion shader has been removed, as it was causing graphical glitches and performance issues on some PCs that affected the playability of the stage. Instead, the stage now uses a modified variant of the lighting system that removes the blurring effect, with light maps added to the terrain texture.
- Swapped the slam sound effects for Merga's defeated animation.

Version 1.1.7r is Live!

Good Monday, Avalicians! Today's update includes a bunch of fixes we've been chipping away at over the past week. Thank you for your continued reports!



General
- Touched up Askal's aerial Hundred Hook sprites.
- Capped the maximum damage the player can receive from stacking shockwaves to 1.
- Removed stacking damage the player receives from Traumagotchas and Snatchamons.
- Rotating Terrain now should have proper time slowdown duration.

NPCs
- Implemented additional dialog checks to take player character into account. This hopefully should fix issues with unread dialog lightbulbs not properly disappearing when they should, caused by some NPCs having character-exclusive dialog trees.
- Tightened conditions that would move and stop the player when an NPC interaction is activated. This should more reliably make the player character stop moving when walking into proper position after initiating a dialog with an NPC.
- Slightly lowered the animation speed of the player when they walk into position after initiating a dialog with an NPC.

Battlesphere
- Saw Shrimps now should properly restore their Activation Mode after finishing their attack. This should prevent issues when arenas would spawn new waves of enemies because the remaining enemies are Saw Shrimps that are deactivated due to incorrectly set Activation Mode.
- Fixed additional issues with getting KO'd during Mecha Madness. Additionaly, fixed the player sometimes not receiving damage from custom damage instances due to clearing the custom damage instance queue under incorrect conditions.
- Expanded the collision of pillars in the Battlesphere rematch of Diamon Point's boss to match their expanded size in the proper stage.

Adventure Square
- Fixed Judie not having any dialog lines in postgame.
- In the Time Capsule cutscene, Neera's name should now correctly appear in the dialog box for her "....." line instead of Milla's.
- Increased the area of the Time Capsule cutscene trigger in the museum, so that the cutscene would be properly triggered if activating the capsule when standing on the right side.
- Added the entirety of the options to the IDEA kiosk's dialog branches in the museum, so that the player wouldn't have to interact with the kiosk anew each time to read on another topic.
- Increased the bounds of the Exit Zone in the museum.
- Possibly fixed the player sometimes visibly twitching when crossing the floor line in the elevator in the museum.
- The pusher on the right border of the hub is now set to use Instant Ejection to avoid the player position twitching when they run against it.

Nalao Lake
- The plane switching on the first loop has been further tightened to make getting stuck in the terrain less likely.
- Spike Terrain that doesn't deal any damage now doesn't override the type of damage the player received. This should fix the water arcs in Nalao Lake causing incoming damage to be water type when the player rides on them.

Bakunawa Chase
- Fixed the stage not properly ending after the player loses all their stocks.
- Increased invulnerability after the player's ship "revives" from 1 to 2 seconds.
- Possibly fixed a case when player's ship could immediately be destroyed upon "reviving" due to the damage that could have taken when the ship was going down during "death" state.

Time Capsule Sidequest
- The secret boss now can trigger health regeneration at exactly half health (3 full segments on boss HP bar), instead of when its health drops below that.

Cutscene Viewer
- Starting a cutscene from the viewer will now clear all currently loaded game data. This should prevent issues where certain cutscenes would not play or play the truncated/Classic version of the cutscene if the viewer is used after loading a save file.
- Fixed non-Lilac versions of the Bakunawa Rising cutscene setting the player in the wrong location, bringing them to the level itself instead of the cutscene.

Cutscene Viewer! Version 1.1.6r is Live!

It's already been a month since our launch?! Happy One Monthiversary!

Today's build contains an extensive number of fixes and refinements, and additionally adds the ability to replay most of the cutscenes for any character that you have a game completion badge for.



General
- The Gallery section of the main menu now has a cutscene viewer. This allows you to view the majority of the game's cutscenes for any character that you have a corresponding "game clear" badge for. Radio conversations are omitted due to current scripting limitations, as are the cutscenes that play after defeating Merga, after collecting the time capsule in Adventure Square, and after collecting the three combiners in Nalao Lake.
- Implemented a system that requires scripts to request changes in game speed, instead of setting it unilaterally themselves. This should fix an issue when the game was permanently slowed down, for example, after the player dying and being revived by a gimmick or under other unusual circumstances.
- Implemented a KO status enum for FPPlayer, used for tracking whether the player is alive or should be returned to a KO state after interacting with certain gimmicks that temporarily force a specific state. Also used in checks for accepting or rejecting a player into certain gimmicks.
- Introduced a separate player state for falling KOs. Functionally similar to Crush KOs but doesn't drop player's velocity.
- Player's input lock timer that is set by certain gimmicks such as Springs should now tick down in every state. This should fix some issues like Carol not being able to cling to a wall when riding off a grindrail after boosting off a horizontal spring.
- Debris spawned by destroyed bosses now should have proper scale that takes into account the scale of the parent elements - relevant for mini-Heralds, that previously had debris size of regular Heralds.

Carol
- Fixed the shading on her tail during her idle climbing animation.
- Changed the character swapping mechanism for Carol and Bike Carol - instead of swapping directly to a different player instance, all physics and animation values for the bike are stored in the player object and only these values are changed. This should hopefully fix an issue when Carol and Bike Carol physics parameters were having incorrect values after interacting with some water-related gimmicks.

Shenlin Park
- Fixed a softlock which occurred when Trigger Joy was defeated while jumping.

Royal Palace
- In the night version of the palace, selecting "I'm ready to leave" will now take players directly to the cutscene that unlocks Bakunawa Rush instead of taking them to the world map (where previously they would need to walk to the exit in the sky leading to Bakunawa).

Avian Museum
- The wings on the floating platforms are now animated.
- Changed the red stripes on the columns behind the Saga blocks in the final area to purple to match the rest of the virtual area.
- Saga blocks shouldn't accept crushed players anymore. They can still accept regularly KO'd players, and will return them back into KO state properly on disappearing.

Battlesphere
- Mecha Madness now has a wood shield and fire shield to ease the difficulty of achieving a perfect run. Some extra background decorations have also been added to the ground.
- If you enter Mecha Madness with a shield charm equipped, the shield should now properly spawn.

Shuigang
- Fixed King Dail's comments on Bakunawa being shown one stage earlier than intended.

Shade Armory
- Fixed water wheels improperly setting their water target to the player, which could contribute to Carol's physics glitch described above.

Globe Opera 2
-Hopefully fixed a softlock which had a chance to occur when Beast Two was transitioning phases.

Adventure Square
- Fixed Sunny's comments on Captain Kalaw being shown after completing Nalao Lake instead of Sky Bridge.
- Judie will no longer shout propaganda after she quits her job.
- The addition of the City Hall vinyl to Digo's shop had knocked Audio Log C out of his inventory, this has been fixed so it should be possible to obtain the Audio Log C vinyl again.

Nalao Lake
- Attempted another fix for the collision softlock that can occur on the loop at the start of the stage.

Lightning Tower
- Player circuit bridges shouldn't accept or hold dead players within themselves anymore.

Ancestral Forge
- Fixed Gnawsa Lock's bubble improperly setting their water target to the player, which could contribute to Carol's physics glitch described above.

Diamond Point
- The ending cutscene on the world map for Carol has been extended with previously unused dialog.

Inversion Dynamo
- Removed springs from a specific section that were more of a hinderance than a help.
- Several teleporters placed against walls will now set the player's speed to a minimum value in order to prevent potential softlocks.

Lunar Cannon
- Player's inputs should now be temporarily ignored during the sequence after the boss is defeated and the screen feed goes out.

Merga
- Restored the slam sound in the Classic version of the introductory cutscene.
- The time slow for Eclipse Merga's downward boost strike and Bakunawa Fusion's instakill charge changed from 0.07f to 0.0625f for an even frame count (0.0625 is a power of 2); the total in-game time spent in slowdown for these remains the same.

Time Capsule Sidequest
- Saga blocks have received new methods that break and blow them up in case the player trapped inside gets instakilled in the secret stage. In this situation, the game no longer repeatedly ejects players from circuit bridges and doesn't turn all Saga blocks solid on instakill trigger; events in this setup are arranged more gracefully now.
- Fixed the camera not properly interacting with the boss arena hotspots after the mid-fight cutscene.

Verison 1.1.5r is Live!

Good evening Avalicians! This update addresses the notorious "direction lock" glitch at last, adds a missing vinyl to the game, and contains many other fixes, balance tweaks, and visual updates.



General
- The internal flags for locking the player's direction and hiding their tail sprite are now reset by default when player animation is changed, to forcefully reset these variables when animator clips themselves do not. This should fix issues where the player's direction was locked in some cases, like entering cutscenes during an animation that locks player's direction; and also similar issues when Lilac's hair or Carol's/Milla's tails could sometimes disappear.
- Lilac's extra velocity granted by Blink Dash gets reset on KO.

Audio
- Added a missing vinyl for City Hall's music to Digo's shop in Adventure Square. This brings the total number of vinyl in the game to 90. Please note that the track IDs from Adventure Square onwards in the jukebox have been increased by 1 accordingly; This new numbering will be used in the official OST once we start work on it.
- Swapped the two "slam" sound effects so that the more intense sound will play for bosses.

Avian Museum
- Touched up a few tiles, specifically the metronome platforms, flip platforms, plant column interiors, mesh fencing, stone columns, and the geometric shapes in the virtual area.
- Adjusted the way Drake Coccoon and its weak points register damage to avoid situations where the spider would automatically self destruct if all of its remaining weakpoints are offscreen. Also forced its velocity to zero when firing electric orbs to prevent it from occasionally sliding during this state.

Zao Land
- Circle Conveyors now properly follow delta time and won't add more velocity on higher refresh rates.

Battlesphere
- Tightened the collision geometry in Galactic Rumble and make the bordering terrain exist on all three collision layers. This should prevent issues with players falling through the stage.
- In Rolling Thunder, moved the rightmost button 32 pixels to the right to make it less likely that players will accidentally reset the marble while pushing the switch beside it.

Tidal Gate
- Fixed an issue where the player could break the intro of the Shell Growth fight by creating a special case for boost rings which temporarily blocks input.

Nalao Lake
- Moved the larger spring wall to the right slightly so that it is no longer resting on sloped terrain, which was causing the player's movement in the second half of the stage to be erroneously halted if they dashed at it while grounded.
- Infected Aqua Troopers should now play their sword swing sounds just like the normal variants.

Lightning Tower
- Made adjustments so that the player will no longer need to chase the spark as closely after the first Drake Cocoon in order to ensure the relevant doors open, and also to ensure they're less likely to miss the marble next to the relevant node.
- Addressed two potential softlocks with the second Drake Cocoon: one where it would be destroyed by a crystal box before it could break through the floors, and another where the player being too high could lead to the Drake Cocoon not destroying all of the floors.
- Slightly eased spark timing on this same ascent. In the event that the sparks cause the circuit guns to fire at the same time instead of alternating, it should now be reasonably possible to climb past them without getting hit.
- Red flashing on circuit guns has been eased to a gentler orange flashing.

Ancestral Forge
- Keyfish fountains will now lower themselves into the ground when the keyfish inside is collected. This should help prevent new players from mistaking them for locks when backtracking.
- The top-most keyfish fountain in the first water room has been moved from its original platform to the terrain on the left.
- Added an additional vertical path on the left side of the first water room to make backtracking to the first keyfish lock more intuitive. This extra path contains another water shield, as well.
- Adjusted the camera boundary of the area with two locks in the first water room so that the keyblock wall on the right side is easier to see.

Clockwork Arboretum
- Rotating gears now properly follow delta time and won't add more velocity on higher refresh rates.
- Shuffled the Z order of all terrain in the stage in an attempt to fix Z fighting at high zoomout.

Inversion Dymamo
- Removed a few excess enemies and spikes.
- Small adjustment to top route at the end of the level to make it more navigable.

Time Capsule Sidequest
- Some of the stage geometry in the secret level has been touched up. Added springs to help with navigation, additional hiding spots, and an additional metal shield container.
- The weakpoint of the secret boss is now slightly bigger.
- Decreased the height of the hologram's attack box by 8 pixels so that characters other than Carol can jump over it with a single maximum height jump (with proper timing).

Version 1.1.4r is Live!

Good Monday, Avalicians! This update contains a visual overhaul to Shenlin Park's cruise ship area. We also have some additional fixes, thank you again for the reports!



General
- The loading screen now has a protocol in place to forcefully load the Classic map in the event that the Adventure map is being loaded in a Classic save file. This should prevent a softlock after defeating Merga again on an already cleared save file in Classic mode.
- Fixed a vinyl icon appearing for Bakunawa Chase in the Records tab of the global pause menu despite no vinyl existing in the stage.
- Fixed a typo in the Guide that stated you needed 300 crystals for an extra stock when the default is actually 250.
- Fixed an issue on the world map where players could walk to the space where the Basic Tutorial would appear before it's properly unlocked (after clearing Dragon Valley).

Shenlin Park
- The cruise ship in the final section of the stage has a new tileset. The collision geometry is about 98% the same as before, just some small adjustments were made in a few areas to accommodate the new tiles.
- Added a diagonal spring on the middle route just before the big double loop to make it easier to reach the top section of the loop from the bottom deck.

Battlesphere
- Acrabelle's drumroll at the start of her fight should now properly obey the global SFX volume.
- Beast One is now inactive at the start of the scene, so it should no longer be able to damage the player before they have a chance to control their character.
- Slightly increased the active range of the boss arena for Captain Kalaw's Sky Bridge rematch to make it less likely that the challenge will auto complete when Kalaw is offscreen.
- During the initial Mayhem Monday circuit before Kalaw's Challenge is cleared, choosing to quit through the menu after being defeated in any of the four mandatory challenges would take the player to a blank arena menu. This has been changed to return to the map screen instead.

Shade Armory
- Moved the first metal shield 32 pixels to the left so that Carol is able to reach it with her normal punches.

Auditorium
- Beast Three's electric orbs should now properly obey the global SFX volume.

Sky Bridge
- Moved the trajectory of Droplet Ships on the red beacon platforms back so that they cover only the left area, as the change in the previous patch was making them difficult to deal with for players who have the No Guarding stone equipped. Also lowered their position so that it is easier to reach them.

Inversion Dynamo
- If the first cutscene is skipped while the screen is fading to white, the white fade effect will now be properly disabled instead of persisting through the entire stage.

Lunar Cannon
- Added the vinyl chest to the list of the Stage Items, so that the player wouldn't be able to "collect" it multiple times on stage revisit.
- Added a pusher to the left of the player spawn in the beginning.
- Made one slightly slanted part of the left wall of the vertical shaft before the first checkpoint completely vertical.
- Trooper Turrets should now no longer override the Action Guide button prompts for the rest of the stage when the player mounts one of them. They also properly forget the player on dismount.

Sample Version Updated to 1.1.3!

Hello, Avalicians! At long last, the Sample Version has been updated. The amount of content is the same as before - Dragon Valley with all four playable characters - but it should now more accurately reflect what is in the full version in terms of features, mechanics, and system compatibility. Please note that this only applies to the Windows build for now. (Additionally, the larger filesize is due to the newer .NET framework the game engine uses.)

Hope you all have a fantastic Friday!

Version 1.1.3r is Live!

Hello Avalicians! This update patches up a few trouble spots, adds in more loop points for music tracks, and has numerous other bugfixes and quality of life changes. Thank you again for playing!

General
- The character select screen now properly shows the current button assignments for each listed move, instead of always showing the default keyboard keys.
- Updated conditions for checking the Perfection and Character Master badges.
- Fixed conditions for the Speed Hunter, Battlesphere Legend, and Sparring Buddy badges.
- Low Oxygen meter now makes the same alert sound as the heat meter.
- The local fade transition effect (used a lot during cutscenes) now has a 5 frame delay before it starts turning transparent again, to compensate for possible delta time and framerate discrepancies (which would at times start unfading when the camera hasn't yet moved to the new scene location).

Music
- Added missing loop points for the songs for Basic Tutorial, Boss - Robot B, Boss - Arena, Hub - Shuigang, Battlesphere Course, Map - Floating Island, and Paradise Prime.
- The loop point for Lightning Tower has been adjusted so that the second half of the song is now heard ingame.

Royal Palace / Dojo
- Fixed Askal's rock spawning being framerate-dependent.
- Askal now should stop his dashes closer to the player before launching attacks to compensate for their hitboxes.
- Moved Milla out of the frame for the start of the Palace Return cutscene, so that she now enters the screen from the left instead of standing in place until her first line.

Battlesphere
- Increased duration of some of the Player Cannons in Mondo Condo to make sure the player isn't overlapping terrain by the time the cannon fires.

City Hall
- Added a camera hotspot to the entrance area to stop the camera from being able to show the inside parts from the main entrance if the player is travelling at high speed.

Tidal Gate
- Lowered the starting point slightly so that it's visually at ground level.

Sky Bridge
- Life Petals dropped by WeatherFaces are now magnetic, so that player wouldn't miss out on them in case they are forced off of their current location.
- Fixed the bottom pusher under one of the Beacon arenas that would push the player in a wrong direction, which would force a restart.
- Droplet Ships should now cover the Beacon arenas more uniformly from left to right.
- The cutscene transition in Sky Bridge now has a 30 frame delay, so that there is enough time to collect any dropped Life Petals.
- Rocket Sleds in Sky Bridge now turn off their sound after ejecting the player to prevent the sound from staying for the entirety of the stage if the sled failed to turn inactive.

Paradise Prime
- Fixed the typo in Tatay's line (again).

Lightning Tower
- Turned off Falling KOs in this stage, as sometimes the camera hotspot setups could kill falling players, as noticed at some areas that Drake Cocoons fall through.

Diamond Point
- Increased the size of the side pillars' collision so that the characters will be less obscured when they are standing right next to them.
- The boss should no longer have their velocity severely reduced at the start of their dash attack in later phases of the fight.

Gravity Bubble
- Added a pusher to the top of the Gravity Bubble's final underwater sequence, further preventing the player from jumping over the exit zone trigger.

Bakunawa Chase
- KOs are now tracked properly.

Merga
- Lifted the spawn height of the eruption fireballs for Merga's Blood Moon phase to make sure the fireballs spawn more consistently on different framrates.

Input Fixes! Version 1.1.2r is Live!

Hello again! We have a new update that adds better controller recognition for systems with multiple joysticks plugged in. Select the "Devices" button in the Control Settings menu until the game cycles to your preferred joystick, and at that point you should be able to rebind it. We recommend plugging in your controller(s) before booting up the game if you continue encountering issues with auto assignment.

This update also includes other fixes and quality of life changes. Cheers!

General
- The game no longer updates the window dimensions at every scene change; Instead, it only updates at bootup and within the Display Settings menu. This should prevent the window from snapping back to the primary monitor when it is being played on a secondary monitor.
- More minor volume tweaks of 1-2 dB each. Both of the Snowfields boss tracks were slightly increased, Shang Mu's map was slightly decreased, and Globe Opera 1 and Merga's pinch mode were very slightly decreased.

Input
- Increased the number of controllers that can be auto-assigned when plugged in from 1 to 10.
- Increased the number of controllers that can be cycled through in the Control Settings menu from 1 to 10.
- When no controllers are detected, the first joystick assignment in the Control Settings menu now reads "No joystick detected" instead of "None" to make this clearer.
- The Fists of Frog arcade game in the Battlesphere should once again use the player's custom control bindings instead of always using the default bindings.

World Map
- Fixed the crossing below the Royal Palace being accidentally flagged as an exit, which was causing it to display an alert whenever a new stage was available anywhere in Shang Tu.

Gallery
- The game was checking for the Patron of the Arts badge to determine if the museum was fully repaired, which would cause issues with new save files since badges persist across saves. It now checks specifically for all 138 exhibits to be complete on the current save file.

Battlesphere
- Fists of Frog's high score now defaults at 2000 instead of 2500.
- Increased the activation range of Heralds in Mecha Madness to try and avoid an issue where they could fall out of the arena at the end and softlock the challenge.

Nalao Lake
- Made the first jump-through platform in the stage exist on both collision planes at once to avoid a situation where players could get permanently stuck if they approached the gold springs at a certain angle.
- Lowered one of the underwater crystal flowers that was visually floating above the ground.

Magma Starscape
- Fixed a problem with Hundred Drillion's drill swarms not obeying the global SFX volume.
- The speed at which Hundred Drillion burrows into terrain is about 12% slower.