Joshua's Legs cover
Joshua's Legs screenshot
Genre: Adventure, Indie

Joshua's Legs

Bug fixes and props update in the finale scene

- Fixed camera snapping in the procedural level
- Fixed start menu not resetting it's option selector upon opening
- Fixed saving problems in finale scene
- Updated finale scene props and visuals

Joshua's new meal plan

Joshua's legs dev team has been hard at work trying to find ways to motivate Joshua to finish finding his legs and not quit while being short a few just because it's "too hard" as pointed out by the community (thank you for your feedback you all ❤). In comes, dragonflies! These dragonflies are full of protein, worth a ton as currency, and are looking pretty "fly" if you know what we mean.

How they work: As you make your way through the game, you'll find some dragonflies hiding in every nook and cranny. You'll be able to exchange these dragonflies at the Cloning Centers, sponsored by FlyFarms co., to enable checkpoints located at the start of harder sections so you don't have to start from scratch every time you fall.... which you will... especially you Yeet 😉 Much love. Be careful though! There are only a limited number of dragonflies and you'll have to carefully choose which sections you want to spend them on so you don't run out right before an even sketchier section.

Now you may be asking yourself "But who in the heckinsville wants dragonflies that bad and what do they do with them??" We'll let you find out with a new hidden Easter Egg! But let us tell you that thanks to this idea, the game has come LEAPS and BOUNDS.

TAS (Tool Assisted Speedrun) mode now available!

If you were ever interested in creating a TAS run, this is your chance! The TAS integration uses the UnityTAS editor by petitlegume. Simply choose the TAS mode form the new game menu and follow these instructions: https://github.com/petitlegume/UnityTAS#usage

The is PetitlegumeStudios and the is joshuas



Have fun!

Update to the game art and visuals

Our initial vision was to go for the most minimalist aesthetics possible, but..marketing happens! Joshua's lair now has various themes for different part of the linear progression. We added some new backgrounds, some animated props and other visual details. Go explore for yourself!



A new look for the map and some levels!

In order to make the map discovery easier, a new look for the map was designed. It now differentiates more clearly the areas not explored yet.



The first area you reach while completing the linear progression has been updated with a new look as well. The visuals for the next levels will probably build up from that and on the resulting feedback.



Fixes and map update

Some bug fixes and improvements to the map. A completion percentage was added to the inventory for speedrun purposes.

Saving you some precious time!

Wooden signs were added with a web number requirement to avoid player trying over and over in areas that would simply require more web cartridges.

Map and main menu updates

The map system foreground tiles were updated for a more consistent look. The main menu got polished. The map system is now in full working order, go explore!

A first iteration for the interactive map system!!

Welcome to a new technological era, where you don't have to remember the directions. This version now feature a fully functional interactive map. No more getting lost. You now have some hints where to find optional and secret areas as they will appear as black clouded areas.

Interactive map system on the way

After many discussions with friends and testers, we came to the realisation that an interactive map system is necessary. One of the goal of the Early Access is to find the right balance between difficulty and fun, and the absence of an interactive map system seems to tip off the balance too much toward difficulty. The new map system will show the player position and clearly differentiates the areas already visited. It will work in a similar manner as the map of Ori and the Blind Forest. It should take a few weeks of development as some level designs might have to be changed to make sense in an interactive map. I will keep you updated!