Our day one patch is live! This addresses the most common softlocks and other global issues. We'll to work on addressing more system-specific issues in a seperate test branch.
One specific thing we would like to note is that the Citrix workspace software interferes with the game launching. If you have Citrix installed on your PC, this can be worked around by temporarily disabling its virtual bus in the Device Manager, or by uninstalling the program.
General - Lowered the volume of Storm Slider's electric walls. - Slightly lowered the volume of Lilac's Dragon Boost. - Fixed Merga using Lilac's boost sounds instead of her own in Gravity Bubble. - The spawn point for the solo Lemon Bread boss fight in the Battlesphere was assigned the wrong ID, softlocking the game as it caused no player character to spawn. - Hopefully fixed a potential exploit that would "resurrect" Carol due to forcefully overwriting her KO state when processing conditions for attaching to a wall. - Crushing and falling deaths now hopefully should properly count as KOs, and are subtracted in the end-level result tally. - Player Cannons in Airship Sigwada should no longer interact with dead players. - ProjectileBasic instances with 0 terminal velocity now follow delta time, hopefully fixing some of them being noticeably accelerated at high refresh rates. - Ancestral Forge's background was not properly switching to the underground version when restarting to checkpoints. A fix has been attempted by adding additional transition zones.
High Refresh Rate Fixes - Drake Coccoons now hopefully should move at regular speeds at high refresh rates. - Flying Saucers now hopefully should reliably fire their projectiles at high refresh rates. - Pellers now should offload much less bombs at high refresh rates. - Little hearts on player's HUD when receiving healing now should have regular speed at high refresh rates.
Thank You! ♥
Sabrina here! I'm the producer of the Freedom Planet series, and I wanted to personally thank all of our players and fans for making today's launch such an incredible success. As of writing, we are still #1 on Steam's New and Trending tab on the front page and holding steady at around 900 concurrent players. We also want to thank you for the wonderful comments we've received, and for alerting us of bugs and other issues that slipped through the crevices. We'll get started on addressing those tomorrow after some hard earned rest!
I also want to thank my fellow programmers, artists, level designers, and testers on the development team from the bottom of my heart. They have done an incredible amount of work over the final days leading up to release and their help is the reason we were able to launch today in such a good state. There are many platformers out there, but there is no game quite like Freedom Planet 2, and we all built it together piece by piece over the past 7 years.
I hope everyone is having a blast so far and I hope you enjoy the rest of your day!
Best, Sabrina DiDuro GalaxyTrail, LLC
We are Go For Launch!
Freedom Planet 2 is LIVE!
Thanks everyone for your patience with our development over these many years! Freedom Planet 2 is now live on Steam! Get started on your adventures with Lilac, Carol, Milla and Neera today!
5 Days To Go!
Hello everyone! After 7 years of development, Freedom Planet 2 will release on Steam on Tuesday, September 13th. We will continue to work on the game after release to address any major issues that might pop up, and to prepare for future additions such as multiple language support. The base price will be $24.99 USD, but we will have a special launch sale for the first week.
My heart goes out to the entire team for their hard work, especially in these final weeks, and our fanbase for your unwavering support over the years. There is no game quite like Freedom Planet 2 and we can't wait for everyone to see it and play it! ♥
An Update on Our Progress
Adventure Mode begins with your journey to visit the Magister in the Royal Palace. From there, you can select one of three story arcs - taking you through the skies of Shang Tu, the metropolis of Shang Mu, or the snowfields of Shuigang.
Many of the earlier locations in the game have recently received visual upgrades, additional paths and collectibles for explorers to find, and balance adjustments to make enemies and hazards more reactable.
One of Parusa's most striking locales is the floating island of Paradise Prime, accessible only by ship. What mysteries await our heroes up there?
That's a wrap for today! Thank you everyone for your support and we can't wait to show you more as we inch closer to release!!
Our Release Date is Set!
We are pleased to announce that Freedom Planet 2 has a release date at last! The game will be officially releasing on Tuesday, September 13th this year. More information below on why this date was chosen.
In terms of content, we have two stages and one boss left to finish. Most of the remaining work is with balancing, bugfixes, and visuals. With that in mind, we'll have a juicy progress report for you on Monday! We can't wait to show you more of what we've been working on!
Developer Livestream
We'll be livestreaming some Freedom Planet 2 next week as part of this year's Sonic Amateur Games Expo! Join Strife as he plays Adventure mode up to the end of the Battlesphere arc as Lilac, followed by a Q&A with viewers. We hope to see you there!
We've chosen to show the Battlesphere path because it's the least spoiler-heavy of the three initial routes you can take; Nevertheless, we'll give a heads-up to those of you who would prefer to wait until release!
Strife's Twitch: https://twitch.tv/SpaceyStrife
Developer Update - FP2 is in Beta!
A while ago, we quietly created an Alpha Branch to the game and began QA testing of the early parts of the engine with a small group of invited volunteers. After a few months, we have gone Beta. This is a CLOSED BETA and INVITE ONLY at present, but we'd like to announce that we are at this stage in our development and that means we're closer and closer to a firm release!
QA is a giant part of any game's development, finding all of those little bugs that dampen the game experience, going over dialogue and finally seeing how it looks in finished areas and scene trailers, it's important to have that polished experience that makes a game memorable. Moreover, when we begin to show more public aspects of the game, we want players to only be finding those small errors our limited testing capabilities can't find considering the wide variety of devices to play on in the market.
We've always been uncomfortable with giving a release window because the project we started with has faced the best problem you could possibly have in any video game's development... we keep coming up with new ideas and implimenting more stuff into the game. Over the last few years we've showcased our new collectible system, merchant system, and colluseium stage with further ways to challenge our players. The story stages have been meticulously worked on during all this time as we correct physics issues and glitches and make those giant boss fights something to remember.
Over the next few months, expect more features on the game's development now that many stages are reaching their completion and we become more and more comfortable with showing off our final work. It's been a long road but we're starting to see the light at the end of the tunnel. We have an expansive story which easily dwarfs the original game and we hope everyone enjoys the final product!
Sample Version 1.0.7 now available!
Happy 2020, everyone! We have pushed out an extensive update for the Sample Version that revamps Dragon Valley, improves the menu interface, and includes a ton of changes and fixes for each character. Read on for the details!
Please note that these changes are for the PC version only. Since our last update, Steam and Apple have established new requirements for Mac applications, and we can no longer support a Mac release until the game passes certification.
General - Fuel cans are now placed on a glowing pedestal. Additionally, different powerups appear on the pedestal based on the chosen character, and the powerup respawns after 10 seconds have passed. - The Regeneration potion has been reworked into Healing Strike. - Increased the invincibility time for shields from 0.5 seconds to 1 second. - Hud popup speed during the Ready sequence is faster. - Camera centering (such as from teleports or using Lilac's Blink Dash) is snappier. The camera will also pan ahead when you are moving in the air instead of only doing so on the ground. - High Autozoom has been reworked to avoid motion sickness. Now, the game perpetually remains zoomed out unless the player is idle. - Support for framerates above 60fps has been dropped for now. Vsync is forced off in order to keep the game running at the proper speed. - Springs now turn intangible when hit. This makes the momentum gained from approaching them from behind more consistent, and also makes it possible to hit them from underneath without being softlocked. - The results screen now displays your active potion ingredients. Additionally, the camera pans to the right a bit to prevent the star card from being obstructed by item information. - Lots and lots and lots of bugfixes!
Dragon Valley - Complete redesign of the stage using the layout from the full version. - The rock textures have been redrawn to look more similar to Dragon Valley's appearance in FP1. - Proto Pincer can now use its claw attack in both directions and has a motion blur effect when in ball form. - You can now hold Down to avoid clinging to bar lifts.
Menu - Complete overhaul of the menu system, with brand new layouts for almost everything. - Rearranged the pause menu again. Instead of a two column layout, options are arranged vertically and only 5 are visible at a time. - Menus have their own set of keyboard controls that override custom control settings: Arrow keys always navigate, Enter/Return always selects, and Esc always cancels and pauses. This prevents situations where a custom control setting makes it impossible to navigate menus and reassign new controls.
Lilac - Lilac's new powerup, Energizer, allows her to sling projectiles with her hair whips and makes her energy meter regenerate faster for ten seconds. - Sprites have been extensively reshaded to better match her character select artwork. - Death scream uses a shorter voice clip.
Carol - Instead of the Jump Disc draining Carol's entire energy meter, it drains half when throwing and the second half when warping. - Fixed an issue where it could be possible for more than one Jump Disc to exist. - The Wild Claw now has super armor, and using it in midair will now refresh Carol's pounce. - No longer uses her death scream as one of her "hurt" voice clips.
Milla - Milla's new powerup, Multicube, gives her a stack of three Phantom Cubes that she can use in quick succession. - Sprites are fully completed. - Death scream uses a shorter voice clip. - Super Shield Burst's size and damage now scales with the size of the cube when it was fired. Possible cube sizes are 100% (10 shots left), 75% (5 shots left), and 50% (2 shots left). Knockback is unaffected. - Guard cancelling too early after a Super Shield Burst will now make Milla's cube spawn at 75% size (5 shots). - Basics attacked have increased speed.
Neera - Guarding now has a special "Focus" effect that increases Neera's attack speed for a few seconds if you guard while your energy meter is full. Additionally, her new powerup, Speed Skates, gives her ten full seconds of Focus while increasing her ground movement speed. - You can now attack immediately after a successful guard. This gives Neera's guard a bit more versatility in close combat. - Tundra Ray (Up + Special) now pushes Neera upwards when used in the air, allowing it to be used as a triple jump. On the ground, it lifts her up very slightly to hint at this. Air drag is also negated during the move. Sprites for the ray now resemble wind more closely. - Neutral stab now has super armor. - Down attack's hitbox is slightly smaller. - Neera now has a fighting stance like the other characters.
Annual Progress Update 2018 - Developer's Blog Launched
We've launched a blog to give continual updates this year! See our first update here: