Hi Everyone.
EA Update 7 is going live. It contains a few bug fixes, but the biggest change involves Level 9. We are currently still working on making the final 10 levels.
***bug fixes***
-Fixed leaderboards. They are now fully accessible via the Quick access [esc] menu.
-Fixed a bug that would cause very slow acceleration. This most commonly occurred when you would stick to the room when jumping from a wall.
-Fixed some additional inconsistencies from wall jumping.
-Fixed an issue that zooming out sometimes did not centre the view on the room (leaving a grey bar at the top) This will be smoothed out in a future patch
***Level Changes***
-Level 9: The buttons that opens the doors for the barrels now open both doors for that row, Buttons on both sides function exactly the same. So you now only need to press one button to open both doors for a row.
- The buttons are now toggle-able, so you can close the door again if you feel you made a mistake.
-Time limit for hard has been adjusted to account for the new functionality.
-on Easy, there is now an indicator which will show the direction the barrels will move on the next activation of the start button
-Level 17: A Rat hazard has been added to destroy a box that could become stuck in the track with the horizontal moving platform.
Removed the checkpoint on Level 3 Hard. Hard mode should not have any checkpoints.
As mentioned we are mostly working on creating new levels, but we will fix bugs as they arise. This might mean that if there are no significant bug fixes during a week, that we might not do an update that week, but we will post an announcement nonetheless.
Enjoy
Update 6 - New Hit Boxes
Hi all
Early Access update 6 is here.
A big change in this update is Hit Boxes. We are changing the hit boxes for hazards to be more precise. This results in it being a bit easier to navigate around hazards. It will be especially noticeable on Hard difficulty. This change could have a performance impact, but in my testing I did not notice any problems. If you do experience a significant performance impact, please post in the discussion forums.
**bug fixes***
-Fixed an issue that would play the movement sound while being airborne.
-Hard is now enabled via the quick access ([Esc] / start) menu.
-Zooming in and out is now enabled while split.
-While split, the view should no longer go outside the room (showing grey borders)
-Fixed a bug that allowed you to split while carrying an object, resulting on one mini carrying the object. This also applies to firing yourself while carrying an object.
-Fixed a bug that caused the game to crash on playing the comic after level 25.
-Fixed a bug that would take you to level 26 (still in development) when resuming after finishing the Early access part of the game.
***Improvements***
-Added sounds for the idle animation
-Checkpoints are now trigger-able every 2 seconds. This will allow you to re-trigger a triggered checkpoint (if you want to update the respawn for a box/anvil after triggering a checkpoint)
-Hazards now use precise collision checking (instead of squares). This could could impact performance. Please post on discussions if you notice any severe effects.
-Leaderboards for all levels are now accessible via the quick access menu. At the time of doing the build there were some issues with this. These have been resolved and an improved version will be included in the next update.
-Score calculation at the end of the level has been changed slightly. You now gain bonus points for not taking any damage in a level. This will affect high scores on all levels.
That's it. Enjoy, and give Hard a try ;)
We are currently busy creating the last few levels for the final release, but will continue to address any issues we find in the weekly updates.
Update 5 & Hard mode
Hi everyone.
Early access update 5 is going live.
You will now be able to play on Hard difficulty. Note that your saved games will remain intact for other difficulties, but Hard will have to be started from level 1.
Hard is pretty difficult, and it is not recommended to play on Hard on your first play-through. Note that when completing a level on any difficulty, The level will also count as being completed on any lower difficulty.
And then on to the bug fixes, level changes etc:
***bug fixes***
-Fixed an issue where boxes would not stay on vertical moving platforms
-improved the code for minis (when you split) would not stay on vertical moving platforms. Sometimes they still don't land on those platforms, and this will be fixed in a future update.
-Fixed a bug where the cannon barrel would remain after death.
-Fixed a bug where some environmental sound effects would remain after exiting to the menu level from any level.
***level changes***
-Level 10 has had it's difficulty reduced (especially on Easy)
-Level 23 has had double doors added to one area for Normal and Hard difficulties
-A new switch type has been added that has a limited amount of uses. This will mostly be present in Hard levels.
***improvements***
-Removed the HUD option buttons from the main menu level.
-Hard mode is now enabled on the menu level. It is not accessible via the [ESC] menu. This will be added in soon.
-New music has been added.
-New sound effect for comet drop and impact
-New electricity hazard sound has been added.
-A thought bubble has been added at the starting location on the menu level to hint the user towards pressing "C" or [select] to see the controls
Enjoy. And please let us know if you find any issues so we can address them.
Early Access Update 4 and news
Hi Everyone. We have just updated to Early Access update 4
***bug fixes***
-Fixed an issue that would cause electricity hazards to become out of sync, essentially making some hazards impossible to pass without taking damage
-fixed the button that dropped boxes on level 13 to work every time. This button will still change in the following week with a new type (read below)
**improvements**
-The intro comic now has sound effects added to it
-Adjusted timers on level 10 for easy and normal difficulty to make it slightly easier
- Chalkboards explaining new abilities now only show the "press up thought" once. After the ability has been learned the thought will no longer appear, although the board can still be checked.
-Made level 13 very slightly easier on Easy (by removing one bat)
COMING NEXT WEEK:
Next week Hard difficulty will be available to play. We have a few more levels to adjust and test, but they should be ready for play by next week Wednesday. We are also introducing a new button type on level 13 (and perhaps some other levels) to adjust the difficulty for it.
This week we will also be looking at Easy difficulty, and will most likely make the first couple of levels a little bit easier on this setting (levels 2-4 are not so "easy", but we will check all levels again.)
We are also planning to remove the HUD buttons from the menu level. This will clear up the level a bit and make it less confusing. We feel these options weren't really used anyway.
Enjoy, and stay tuned for next week. Hard difficulty is going to be quite challenging.
Early Access Update 3
Hi All
EA Update 3 has just gone live. Updates 1 & 2 were not posted as announcements, but rather in the discussions section, so they will be included below the patch notes for update 3 in this announcement. All further updates will be posted here and in the discussions section.
UPDATE 3 (version 0.5.072)
***bug fixes***
-Fixed leaderboards being mis-aligned
-Fixed the true path achievement to only trigger when it should
-Finishing a level now saves the progress so that you can continue on the next level if you restart the current level.
-Fixed a bug where you could rejoin into a wall.
-Fixes for respawn in some instances.
-Fixed checkpoints to properly reset when a room starts
***additions/changes***
Binded "c" and gamepad "select" to showing the controls (on any level)
Added new achievement
Tweaks to menu level
Lights on level 9 will now indicate if barrels are in the correct position
The Hard levels are currently being worked on and tested. These will hopefully be done in the next week or 2. At which point we will start with the final 10 levels for the "story mode".
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Hotfix 1 (21 Aug 2018)
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***bug fixes***
-Fixed a bug on Level20 (normal) where a few hazards blocked a button
-Fixed a bug where the wind indicators would not show up on level 19 after the fan power was increased
-Fixed a bug where boxes shot via the cannon would hit a hazard, but the respawn with the same momentum.
***level changes***
-Level 19 (normal) now has some blades in to prevent a solution that was much too easy.
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UPDATE 1 (22 Aug 2018)
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***bug fixes***
-Fixed a bug where fading platforms would kill the player if they faded in while the player was occupying the space
-Fixed boxes not snapping to vertical moving platforms properly
-Fixed an issue with player walking sounds not playing in some instances
-Fixed box dropping on platforms not playing a sound
-When failing on level 9, the level simply restarted. This has been fixed to kill the player
-Fixed the HUD and pause menus scaling on larger resolution monitors
instead.
***Visual updates***
-Added some new "sewer muck pools" on later levels.
-Changes the "stream" graphic on level 12. This will be updated again in a future patch.
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UPDATE 2 *hotfix* (23 Aug 2018) Version 0.5.071
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Some issues were picked up that very negatively influenced the gameplay, so we are releasing a patch to clear up some of these issues.
***Bug Fixes***
-Drawing of the HUD and menus were still a problem on larger resolution monitors. This should now be improved.
- The controller thumbsticks were sending multiple movement events in the menus. Thumbsticks are now disabled for the menu.
- Zoom is now only triggered with the right thumb stick. Left thumb stick press no longer zooms.
-improved the code for boxes to stay on platforms when the platform starts moving. This was especially a problem on levels 7 and 13.
-Level 19 contained a number of issues:
--The wind tracks were not always displaying when the power of the turbines were increased.
-- Sometimes the turbines didn't provide enough lift for the player to reach a platform, thus making the level very difficult, or even impossible to finish.
***Know issues that will be addressed in a future patch***
-When split, you cannot go into full zoom (however if you zoom out before splitting you will remain in that full zoom)
-When split the camera view can go outside the room.
-When split the HUD can hide the character on certain levels.
-Sticking to a wall with the controller requires more precise timing than using the keyboard. We would like to align the controller with the keyboard.
We are live!!
Gumstein: The Awakening is now available to play!!
We hope you enjoy the game.
Please post feedback via the discussion forums. We look forward to hearing from you.
If there are any game breaking bugs we will try to fix it as soon as possible and release a hotfix. It would really help us if, when posting a bug, you give us as much detail as possible about how the bug occurred.
We also would love to hear what you think of the levels, puzzles and difficulty.
We will be updating / patching the game weekly on Wednesdays. This will include things like new graphics, minor bug fixes and other improvements for the first few weeks.
Additional levels, abilities etc will be added at a later stage, and probably in bulk, as we finish the final part of the story for the game.
Keep an eye out for announcements about future plans and development progress. We will try to post often to keep you all informed about the progress of the game.
Almost awake
Hi all.
Gumstein is set to release on Monday, 20th August. We still have a couple of finishing touches to do, but I feel confident that we will be ready for release. We hope you are looking forward to playing the game as much as we are looking forward to releasing it.