Lost Marbles cover
Lost Marbles screenshot
Genre: Racing, Adventure

Lost Marbles

Lost Marbles Content Update

Hey Again!

[p]My plan was to drop the entire tutorial update before the Steam Summer Sale, but I have been a little busy preparing for a trip lately, so this is going to be a part 1 of a 2 part tutorial update. Don't let that worry you though, because todays update does still include 3 new levels (2 tutorial, and 1 remake), as well as a number of other fixes and improvements.[/p][p]Lets start with the new levels...[/p][p][/p]

New Levels

[p]Some of you may have noticed a short while ago that a number of tutorial levels went missing, and the keen-eyes among you will have noticed that they were either moved to a different difficulty within the main time trial levels, or into the bonus levels. I did this because I felt the levels didn't really fit well as tutorial levels any more due to being so old and the game having evolved to the point that they didn't really cover enough of the content to be useful.[/p][p]So naturally, new levels were planned to take their place as tutorial levels, and the old ones were moved about. Todays update brings you 2 of the 3 planned new tutorial levels; The powerup tutorial and the hazard tutorial.[/p][table equalcells="1" colwidth="100,"][tr][td colwidth="100"][p]The Powers That Be[/p][/td][td][p]This level was designed to take the place of the old power tutorial, "Power Up". Whilst I do think the old level teaches the basics of power ups, I noticed that for a lot of people, the format of the level was confusing, and people weren't too sure of the intended route of the level.[/p][p]The new level takes more or less the same instructions from the previous, but the layout is completely linear, so there should be no more confusion on how or where a powerup is supposed to take you. Additionally, many people struggled with the "Rewind" powerup, so this has been replaced with the more simple "Slam" powerup.[/p][p]As a bonus, you can unlock the remix level "The Powers That Weren't", which includes the original intended new level before I chose to cut the Rewind power. [/p][/td][/tr][tr][td colwidth="100"][p]Approaching Danger[/p][/td][td][p]This level was designed to take the place of the old hazard level, "Danger Ahead". Unlike the power up level, this level was dated in what it introduced to the player. Since its creation, a number of new hazards have been introduced into the game, and I felt that it was important to include some of these in a tutorial about hazards. [/p][p]The new level teaches about the older hazards, such as bumpers and lasers, but also teaches about newer hazards like space mines and wind fans.[/p][/td][/tr][p][/p][p]To go with the new tutorial levels, we also have a newly revised version of "Rocky Road".[/p][table equalcells="1" colwidth="100,"][tr][td colwidth="100"][p]Windswept[/p][/td][td][p]"Rocky Road" was one of the few levels left in the main game that had not yet received a visual upgrade, and so it was time to change that. With the introduction of the new fan hazard in "Approaching Danger", this new level had the perfect layout to introduce this hazard into the wild...[/p][p]The level layout is more or less identical to "Rocky Road", but fans have been added throughout to add some additional challenge. The level is still in the easy category however, so don't except too much resistance from the changes.[/p][p]For those longing for the original level again, "Rocky Road" can be unlocked as a Remix level, but I will let you figure out how...[/p][/td][/tr][p][/p][p]Now, I did mention a few new Remix levels above, so that sounds like a good Segway into some of the other changes coming to the Remix mode.[/p][p][/p]

Remix Updates

[p]As mentioned, there is a brand new Remix level, a long with the movement of an old level into the remix category, so lets take a brief moment to lay those down first...[/p][table equalcells="1" colwidth="102,"][tr][td colwidth="102"][p]The Powers That Weren't[/p][/td][td][p]As briefly mentioned above, this level was the initial concept for the new power up tutorial before making the decision to remove the Rewind powerup. It follows the exact same layout as "The Powers That Be", with an added section containing a gem.[/p][/td][/tr][tr][td colwidth="102"][p]Rocky Road[/p][/td][td][p]It's simple, If you have played the old Rocky Road level, then you will feel right at home here... because well.. its the exact same level... Don't think I need to say more, do I?[/p][/td][/tr][TAG-103][p][/p][p]Now with that out of the way, lets discuss some new changes to Remix. The remix levels now have icons in their level info panel outlining the modifications that are present in the level. Levels can contain more than one modifier, and hovering over the modifier icon will give you more information about what it means.[/p][p]A long side this change, I am slowly beginning to move all "Bonus" levels into the remix section, and once moved, these levels can be unlocked in various ways, such as in-level pickups, currency store and stat goals. As all of the levels in bonus are the old legacy levels, you will notice they contain the "Legacy" modifier icon. [/p][p]Below is a full list of the current modifiers, with more to come down the line whenever I think of them[/p][table equalcells="1" colwidth="135,"][tr][th colwidth="135"][p]Modifier[/p][/th][th][p]Description[/p][/th][/tr][tr][td colwidth="135"][p]Legacy Level[/p][/td][td][p]As mentioned above, levels that were once considered "Legacy" (and later "Bonus") will be marked with a Legacy icon. Levels marked with this icon will now be considered when completing the two achievements relating to legacy levels.[/p][/td][/tr][tr][td colwidth="135"][p]Homage Level[/p][/td][td][p]This tag is given to levels that are based on levels from other marble games.[/p][/td][/tr][tr][td colwidth="135"][p]Community Design[/p][/td][td][p]This tag is given to levels which have been designed by members of the community. Their name will be included in the level description once this is shown on the level info panel.[/p][/td][/tr][tr][td colwidth="135"][p]Reduced Gems[/p][/td][td][p]This tag is given to levels that have less gems than the level it is based on.[/p][/td][/tr][tr][td colwidth="135"][p]Increased Gems[/p][/td][td][p]This tag is given to levels that have more gems than the level it is based on.[/p][/td][/tr][tr][td colwidth="135"][p]No Gems[/p][/td][td][p]This tag is given to levels where all gems hav10e been removed from the level it is based on.[/p][/tr][tr][td colwidth="135"][p]Altered Physics[/p][TAG-201][td][p]This tag is given when the players ball uses different parameters from the default marble. This includes things like removing the ability to jump / charge, etc.[/p][TAG-205][/tr][tr][td colwidth="135"][p]Mode Swap[/p][td][p]This tag is given when a level previously used as time attack or gem arena now uses the alternate game mode.[/p][/tr][tr][td colwidth="135"][p]Altered Route[/p][td][p]This tag is given to levels when the start and or end point of the level differs from the level it was original based on.[/p][/tr][tr][td colwidth="135"][p]Map Modifications[/p][td][p]This tag is given to levels that have received heavy modifications on top of a base level.[/p][/tr][tr][td colwidth="135"][p]Level Mashup[/p][td][p]This tag is given to levels that use elements of multiple level combined to make a new level.[/p][/tr][p][/p]

Other Stuff

[p]A few more achievements are now available to unlock, as well as a few having their images and descriptions altered slightly. As usual, some of the descriptions are a little cryptic, so have fun trying to work it out![/p][table equalcells="1" colwidth="64,125,"][tr][th colwidth="64"][p]Icon[/p][th colwidth="125"][p]Name[/p][th][p]Description[/p][/tr][tr][td colwidth="64"][p][img src="https://clan.akamai.steamstatic.com/images/42453062/09ddee638f72e03a04e3cdad7414bd8f2e75b552.png"][/p][td colwidth="125"][p]Honor Code[/p][td][p]I trust that you will do the right thing[/p][/tr][tr][td colwidth="64"][p][img src="https://clan.akamai.steamstatic.com/images/42453062/4176f277451e9534970f43aa5b608351cb776c9a.png"][/p][TAG-301][td colwidth="125"][p]Suicidal Tendencies[/p][TAG-307][td][p]Please, Don't do it...[/p][/tr][tr][td colwidth="64"][p][img src="https://clan.akamai.steamstatic.com/images/42453062/5a2c287fa7b38345796e869aca289ea3fd0c4a60.png"][/p][td colwidth="125"][p]Curiosity Killed The Cat[/p][td][p]Yes... They do hurt...[/p][/tr][tr][td colwidth="64"][p][img src="https://clan.akamai.steamstatic.com/images/42453062/04b2b35092ab776c86d1cc8defe80d94b5bfc56d.png"][/p][td colwidth="125"][p]Ooohh, Friend![/p][td][p]Quick! Try to act cool... or, you know... just equip their skin...[/p][/tr][tr][td colwidth="64"][p][img src="https://clan.akamai.steamstatic.com/images/42453062/25c8e2cb926a00fff7d592a933ad7dce9d0c4296.png"][/p][td colwidth="125"][p]Amped Up[/p][td][p]Unleash a cumulative total of 2,500 charges[/p][/tr][p][/p][p]That pretty much sums up todays update, and once I get back from my trip, I will finalise the last level for the tutorial overhaul. This will include one additional achievement also, but ill talk more on that in the post when it happens.[/p][p][/p]

Thanks for reading everyone, and I hope you enjoy todays new content! <3

Lost Marbles Content Update!

Hey everyone!

I wanted to drop this update as over the past couple of months or so a few bugs were found that needed squashing! Also, since it has been a little while now since the last content drop, I decided to include a fresh new level, along with an updated legacy level.

The New level is called "No Sine of Life", and may be the largest level in the game so far. I wont bother trying to explain what goes on in the level, and instead, just recommend you guys go try it out for yourselves! You can find the level in the 'hard' difficulty category within the main game time trials. <3

Additionally, The level "Unrealised Losses" has had its gem count increased to make routing the level more interesting, and the original single gem level has been moved to an unlockable Remix level.

Finally on the level front, the level "Climbing Frame" in the bonus levels has been updated to more closely reflect the final level style.

I also decided to add a new achievement to the game... Nothing crazy, just for hitting a number of bumpers. Go and unlock the "Bonk!" achievement now!

The additional changes are below...

All Patch Notes



  • Fixed issue with dev tutorial arcade map achievement unlocking when beating one of the available levels.
  • Fixed issue with platforms moving for everyone when host touches them during an online game on "Constant Motion"
  • New level "Time Rush"
  • Fixed hole in map on "Celestial Islands"
  • Fixed hole in map "Original Beginner"
  • Added temporary medal time requirements and shard loot tracker to pause screen - Pause screen will eventually get a full overhaul.
  • "Bonk" Achievement added to game
  • "Unrealised Losses" now has 3 gems instead of 1
  • "Third times the charm" Challenge level has been added, which is the old "Unrealised Losses" level
  • "Climbing Frame" has received visual overhaul

Post Update Patch

Additional Patch Notes



  • "Blue Diamond" Remix level is now available to unlock and play
  • Powerup hit boxes improved to more accurately represent the pickup
  • Corrected marble shards on the new jump tutorial level
  • Fixed an issue with rival not loading correctly when a level is on spotlight
  • Changed some Remix level unlock hints to be actual hints as opposed to simply telling the level.

Lost Marbles Content Update!

Hey again everyone!

This is going to be a little bit of a messy one, so ill do my best to explain what's up. My planned first update of 2025 was going to be a refresh of the tutorial levels in the game. This update would have been releasing around about now, if it wasn't for the fact that I got distracted by a few bugs that, although not super game breaking, were something that I did want to prioritise fixing.

I could have delayed the update, but I'm going away for 3 weeks starting the 7th of February, and really wanted to get the fixes into the game before I did, whilst also leaving enough time to fix anything else that may creep up as a result of the update, since I did have to dive pretty deep into some core parts of the game to fix some of the bugs.

So what exactly are you getting today? well... You are getting half of the tutorial update, and an overhaul to the Remix levels, as well as a few other fixes. Lets dive into them one at a time...

Tutorial Refresh


My initial goal was a brief overhaul to the tutorial levels. This would be mostly visual changes, like the addition of surrounding no-jump tiles etc. to bring them into line with the other newer levels of the game. Upon further reflection however, There were some additional changes I decided to make. Because of this, and the fact that I have yet to finish this update, you will notice a number of tutorial levels missing from the section. So, let's discuss...

Danger Ahead


Il start with "Danger Ahead"... I really don't like this level. Everything from the way it looks, to the general design, and then topped off with the fact that the WR route is yet another edge hit in the 8 tutorial levels... Then there is the fact that it doesn't really cover many of the hazards that exist in the game today, as they didn't exist when the level was made.

To put it simply, this level has been relegated to the "Bonus" section of levels, and will be replaced with a brand new hazard tutorial level in the future. And so begins my long list of IOU's for this update. :)

Instability


Unlike Danger Ahead, I do actually like this level, and I think the improved layout with additional black tiles etc. makes it look significantly nicer than it's former self. It does however suffer from a similar issue that Danger Ahead does, in that it no longer really reflects the number of platform types that exist in the game nowadays, which was the point of this specific level.

Because of this, the level has been moved into the "Easy" section of the game, sitting at a 2 difficulty. As an added bonus, this removes yet another uber-hard edge hit record from the tutorial set. And finally, This level will of course be replaced by a new platform-based tutorial level... Eventually (IOU#2).

Power Up


Unlike the two levels above, this level suffered from something different... Being too hard. I know what you are thinking... the level is suuuuper easy right? But your probably a hardened ball controlling veteran, so of course it is... I, however, have seen an unbelievable number of new players struggle with this level after completing the previous 7 tutorial levels with relative ease... It legitimately got to the point that I couldn't really justify not removing this level from the tutorial set.

For this reason, the level has been moved to the "Easy" set of levels, where it now sits at a 3 difficulty. Aaaaaand, naturally, I don't have a replacement for this level yet either, so I guess this is IOU#3... <3

Jump Around


In a bid to clean up the tutorial levels from the evil scourge that is the "edge hit", I have slightly re-designed this level to make it so the only fast route isn't so super hard and precise.

The original version of the level is still available in the "Bonus" set of levels, with all of its scores etc. still intact, though there is a good chance this will be moved to Remix in the future.

To Summarise...


All of the tutorial levels not mentioned above has been re-designed to include the more modern layout with black tiles etc.. The missing levels should arrive in the next game update, which should be some time in March (because I'm away for most of February).

Remix Revamp


What started out as a simple endeavour to figure out what was causing Remix replays to sometimes not upload correctly ultimately turned into a fairly substantial system update. Most of this update will go unnoticed by you, the player, but there are some fairly obvious changes you will notice, with the main one being the medal system used.

Remix levels are now classified the same as standard levels in the game, and so they have adopted the standard medal system (Bronze -> Diamond), as opposed to the pass/trophy system. All of the levels have been given a new set of medal requirements, though these are subject to change as feedback for them rolls in.

Although still currently unattainable, the achievement "Ultimate Challenges" which originally required 25 Remix challenge medals has been changed to now require 25 Platinum medals. Similarly, the achievement "Challenge Accepted" now requires a single Diamond medal. It is likely that I will change the name and image for both of these achievements in the future, since they reference the old "Challenge" name, and both pictures reference the old trophy medal.

Finally, Remix levels are now included in the global leaderboard calculation.

All Patch Notes



  • Fixed issue where Remix levels were unable to be played online
  • [Hopefully] Fixed issue with Remix levels not correctly uploading replay data when it should
  • Fixed issue where resetting the level from the pause menu would respawn the the player with jump action stuck
  • Certain achievement descriptions changed to reference "Bonus" levels instead of "Legacy"
  • Remix levels now use the same medal system as other levels
  • Remix levels are now included in the global score leaderboard calculation
  • The maximum score from any individual level has been capped to 9,999
  • Game mode and Global score rating leaderboards now show the total possible number of levels beside the number of completed levels
  • "Smackdown" has been moved to the "Hard" level set
  • "The Small Divide" has been moved to the "Bonus" level set
  • "Instability" has been moved to the "Easy" level set
  • "Power Up" has been moved to the "Easy" level set
  • "Danger Ahead" has been moved to the "Bonus" level set
  • "Jump Around (Legacy)" is now available to play in the "Bonus" level set
  • All remaining tutorial levels has received some slight design changed
  • Gems have has a slight changes in size

Lost Marbles in 2025!

First off, let me start by wishing all of you reading this a very happy new year; I want to thank all of you for sticking around with me this far into the development of Lost Marbles. And if we have any new faces reading this, I'm very happy you have chosen to join us, and I hope you will enjoy the game as much as I enjoy developing it!

From Early Access to Full Release


The purpose of this thread is to share my proposed roadmap for the game in 2025. Looking back at my new year post one year ago, I made the ambitious goal of leaving early access during 2024, and clearly that didn't happen. I underestimated how much I had left to do, and how much spare time I was able to spend doing it. With that being said, I do believe that 2025 will in fact be the year that we leave Early Access for the full release!

So... What exactly do we have left in order to transition from EA to full release? Here is a list, and then we can dive into my progress and expectations for each one individually.


  • Full "Time Trials" level set
  • Full "Gem Arenas" level set
  • "Level Rush" overhaul
  • Full "Remix" level set
  • Customisation overhaul
  • In-Game Store
  • Game Statistics page
  • General game polish improvements
  • Additional goals if time permits


Time Trials


The goal with Time Trials is simple; Complete the goal of 60 levels. As of writing this, there are 38 levels available in the main set of Time Trial levels (excluding the bonus levels). This leaves 22 required to complete the list.

This is currently my main focus for the game at the moment, and whilst I do have quite a few levels far into development, it will likely still take up the bulk of remaining development time.

My plan for the difficulty distribution of these levels is as follows:

  • Beginner - 8
  • Easy - 15
  • Intermediate - 15
  • Hard - 12
  • Extreme - 10


There was also plans for an additional "Brutal" difficulty, but in the interest of actually releasing the full product, this will likely release as a post release update if I do decide to do it.

Gem Arenas


Its been quite some time now since I gave Gem Arenas some love, and I definitely plan to change this. My original goal for this mode was to have around 10-15 levels for the full launch, and at the time of writing this, there are only 4.

This mode is quite significantly less popular than the standard Time Trial levels, and so that it mainly why I have not been focussing on it as much. With that being said though, there are people who do really enjoy the mode, with myself being one of those people, so I will definitely try to regularly release one or two new levels whilst releasing the ~22 Time Trial levels that I have left to make.

I am aiming for approximately 3-4 of each difficulty, with the exception of only a single beginner level.

Level Rush


Similar to Gem Arenas above, Level Rush hasn't had much love for quite some time now, but the reason for this is different. The idea behind Level Rush is to have a playlist for each difficulty, plus an entire game playlist. Naturally this is only going to be possible to do once the Time Trial level list has been 100% finalised. Once this is done though, you can expect exactly that; a playlist for each difficulty, a full game playlist, and a bunch of additional bonus playlists.

Additionally, I like to think I have came a long way as a developer since I first implemented the game mode, and so I do also have plans to completely overhaul the code behind it. Included in this updated code will be the ability for players to choose their own order for each playlist, as opposed to how it is now in having to play in the order I set.

I wont be touching this until all main single player levels are done, however, so don't expect the level rush playlists drop to happen immediately along side the final level drop.

Remix Challenges


I don't really have a number in mind for how many of these I plan to have when the full game releases, aside from ensuring that the unlock 25 levels and earn challenge medal on 25 levels achievements are possible, so I guess you could say that 25 is the expectation. I do however have a few specific ideas for levels in mind that I would like to make.

It will likely be a case that this is a mode that will receive a random level drop here and there, including past the full release date...

Customisation


I think most people know by now that the customisation in this game is a little on the sparse side. Heck, even when I release a special seasonal skin, its usually in the form of a placeholder acting as an IOU when I finally make something worthy of the spot.

This will change however, Once I dedicate the time to finalizing the customisation options for the game. Currently the games levels are my number 1 priority, so it will be a little while before this happens, but it is 100% something that will happen before the final release.

In-Game Store


You may have noticed sometime in the past year that I introduced a new currency to the game, but up to now it has absolutely no uses. My plan is to implement a shop for this currency, allowing you to buy various cosmetic items and remix levels. The currency and shop wont be tied to any real world purchases, it is a purely in-game system.

Game Statistics


The game has been tracking various player statistics now for a number of years, but there has never been a way to actually see these stats... So I think it is almost time for me to tackle that greyed out statistics option in the player profile...

General Game Polish


This one should be fairly self-explanatory at this point, since I have mentioned it in previous update posts. That being said though, I do have a few specific parts of the game I wish to heavily revise.

They are:

  • New gameplay UI
  • Figuring out how to make levels feel less static and more "alive"
  • Addition of audio and particle FX to powerups
  • End level widgets need a major overhaul


Closing Thoughts


I think that just about covers everything, and whilst there is still a LOT here to do, I believe it can be done within 2025.

Thank you all for sticking with me and supporting Lost Marbles! <333

Lost Marbles Content Update! - v0.3.184

First off, I would like to wish everyone here a very merry Christmas / Happy Holidays!

To keep in the spirit of Christmas, I come bearing gifts in the form of two brand new levels. And yes, these levels are NEW new, not remakes or reworks, 100% brand new content, and I cant wait to see the damage you guys can do to them!

Lets jump into it!

New Levels


As mentioned, two brand new levels included in todays update. It was going to be three, but you know how busy this time of year gets, so the third will be coming soon... xD

Unrealised Losses - Time Trial
This level can be found in the hard set of levels, and as the name suggests, things wont be as simple as they seem. The level is on the longer side of things, as will be the case with most of the new levels coming to the hard/extreme sections, so be sure to explore for those juicy skips. I wont give too much more away, other than to say you should make sure to set your self up for success!

Checkmate - Time Trial
This level can be found in the extreme set of levels, and may actually be the hardest level currently in the game, though I guess that is subjective... Its a gem hunt style level, and has a few "first of its kind" platforms as far as Lost Marbles goes, so watch your step... :)

Demo Rush (2024) - Level Rush
I figured it was time to add this as a level rush, since the previous 2022 demo rush no longer represents the current demo levels. I decided this time to exclude the tutorial levels this time around, since I could imagine people getting sick of playing through those in every level rush available so far... So yeah, its a fairly short one, with only 4 levels, which I'm sure some people will enjoy pushing to its limits!

My main reason for adding this however, is that I plan to revise the level selection available on the demo in January, and so when that happens, ill be sure to also add the 2025 demo rush to the game! Have suggestions on which levels I should include in the updated demo, please do let me know! <3

Christmas Marble


The 2024 Christmas marble skin is finally in the game! Some of you may already have it unlocked, by logging in to the game between the 11th Dec and now, but if you haven't, you still have until the 5th of Jan next year to grab it.

Other Patch Notes


Here are the remaining patch notes for the update:

  • "Constant Motion" has been moved from 3 to 4 difficulty, now placing it in the yellow tier (il change the tile colour soon xD)
  • "Minuteure" Gem Arena level changed from beginner to easy difficulty - Il make a new beginner level soon
  • Added upcoming level rush playlists to level rush list to give a little context to some of the achievements
  • The tutorial level rush has been removed, and is now called "Tutorial Rush 2022" - More info on why I'm doing this in the new years update
  • Difficulty number added to level select screens
  • Lables added to Score Attack, Arcade and Remix Level select lists
  • Fixed issue where session scores were appearing blank
  • Fixed issue where of being taken to old legacy level select widget when ending a bonus level replay
  • Added option to show missed time when crossing the finish without all gems
  • Reordered the tutorial levels slightly




Post Update Patch 2 - v0.3.173

Additional Patch Notes



  • Fix issue with score being removed when viewing level leaderboards - If this happened to you, simply view the leaderboard again for each level you are missing your score on...
  • Fixed issue of scavenge history screen returning to the wrong widget
  • Fixed issue with controller / keyboard inputs not working on scavenge history screen
  • Removed "select" button from Scavenge history screen, as it wasn't used for anything
  • Scavenge tile in extras menu correctly shows both counts
  • Extras mode menu screen correctly named as "Extras" instead of "Mode Select"
  • Fixed issue where "Settings" was unable to be selected on the main menu with a controller / Keyboard
  • Updated "Moonwalk" level image
  • Fixed indexing issue on main menu when returning from a previous screen

Post Update Patch - v0.3.164

Additional Patch Notes



  • Fixed issue with list breaking when returning to level select from bonus level leaderboards
  • Fixed issue with list breaking when returning to level select from Bonus level
  • Fixed issue with negative times on scavenge loot due to desynced server time
  • "Extras" option added to main menu to house the scavenge menu and any future extras modes - Scavenge option removed from single player extra modes.
  • Fixed issue with “Bonus” levels appearing as playable in despite not being so in the demo
  • "2022 Demo Levels" Level rush renamed to "Demo Rush (2022)"

Lost Marbles Content Update v0.3.158

Hey again!

As promised, this update beings an expansion to the Scavenger Hunt mode introduced in our last update. On top of that, we have a new level, along with a bunch of updated levels. Also, for anyone wondering, I am almost done updating the older levels to bring them into line with the games aesthetics, which means I can finally focus 100% on brining you guys actual new levels once again! :)


Scavenger Hunt


A new Scavenge Mode menu can be found in the extra modes menu, replacing the Legacy levels menu. The Legacy levels can now be found under the bonus levels in the main Time Trials level select screen. The menu shows the current hint for the active special scavenge loot, as recent history for the mode, and a leaderboard showing the top hunters!

As promised in my last update, I have started the slow and arduous task of creating hints for the locations. I am nowhere near done, but each upcoming update should add more and more until the entire list of levels is done. There is a good chance you still wont see a hint for the active location yet however, simply because of how few hints there are comparative to the hundreds of possible locations.

Level Updates


This update also brings some new level updates, including a brand new bonus (previously Legacy) level, for which you have Snwboardr to thank for telling me I should finish it up and release it while I was messing around with some really old stuff on stream. Here are the deets:

Hole In Two - Bonus Time Trial
This new level actually dates back to 2021 when creating new tutorial levels for the new level design direction. Ultimately I didn't end up using it, and so it sat in a folder, until now that is... The level is fairly unchanged from its original design, but I did add the Gems and Lasers for the release.

Fractured Ice - Time Trial
Nothing huge changed on this level; just some black tiles added around the play field.

Path of Power - Bonus Time Trial
Formally known simply as "Power", this level has also undergone some level changes along side the name change. As with most level changed, Black tiles have been added around the play areas. Laser rings have also replaced the original solid squares that used to flow over the jumps.

Bouncy Castle - Bonus Time Trial
similar to Fractured Ice, nothing huge has changed on this level other than some black tiles added around the play field.

*Note: All of the above levels now also include scavenge hunt locations if they did not previously.

Achievement Changes


There has been a few changes to achievements this update also, and they are as followed:

  • "Not So Medium Rare" achievement can now be unlocked
  • "OK Sherlock" Achievement requirement changed to "Find and collect 100 Marble Shards"
  • "Lost Marbles" Achievement requirement changed to "Find and collect all hidden marble skins"
  • "Ball Sack" Achievement requirement changed to "Complete the marble collection"
  • "The Perfect Disguise" Achievement added with the requirement "Find and collect all difficulty camouflage skins"


Other Patch Notes


Here are the remaining patch notes for the update:

  • "Taking The Tour" Level Rush name changed to "2022 Demo Levels"
  • "Mirror Mirror" Remix level can now be unlocked by reaching player level 11
  • "Gold Rush" Remix level updated to use new level layout
  • Fade animation added to extra mode button in mode select screen to hopefully help catch peoples eye more easily
  • Major efficiency improvements made to leaderboard get server scripts
  • Difficulty headers added to level select

Lost Marbles Game Patch

Hey! Just wanted to drop this small update with a few more improvements to some of the games levels.


Updated Levels


The levels in question that have been improved:

Sprint - Time Trial
This level used to be very simple and bland, so I added some additional level elements to surround the original pieces so that the level looks a little more 'complete'. This level has also been moved from legacy to the main game levels

Highwire - Time Trial
I was never super happy with the vast wallage that this level had, so I decided to remove some of it, as well as add in some of the black tiles to surround the main level areas. Hopefully you will agree with me that the level looks far cleaner now...

Celestial Islands - Time Trial
Similar to Highwire above, I have added black tiles to surround many of the islands to give a cleaner and less empty feel to the level. I have also slightly changed a section of the level to 'slightly' increase the difficulty of the level. This change has no impact on the current record route however, so all times are still valid

Bounce Trials - Time Trial
Again, I have added some black tiles to surround the level areas so that the level doesn't look so baron. No real change to the level area, so all times are still valid.

Power Play - Time Trial
No actual changes to this level, but I have changed it from a 3 to 4 difficulty, now placing it in the yellow set of levels.


Large Tile Option


Additionally, I have also added a new option to double the floor tile size purely to make snwboardr stop complaining, so feel free to use it it you prefer the big tile look... :)
note* some levels may look weird with large tiles, as they were designed with small tiles in mind. I will fix any major issues with UVs whenever I find them, but its obviously not a huge priority for me.


Other Patch Notes



  • A new skin has been added to the game. "Pastel Poles" comes in 6 colour variations!
  • "Splitting The Atom" has had some medal changes. Gold: 25.5s -> 26s, Platinum: 17.5s -> 18s
  • Various levels previously missing a diamond medal time have had appropriate times added
  • Marble Shards have been added to "Sprint" and "Bounce Trials"
  • Collected Marble Shards are no longer visible once collected
  • Marbles shards have has a temporary sound added for collection; This will change at some point to a more appropriate sound