Changes:
- Added leaderboards to the gates of the Single Player so you can have a little bit more fire when trying and can make people watch you with awe!
Release and v0.901
Soooooooooooo, Marble Combat is out!
Expectedly, there were some pressing issues immediately and they are addressed (Not that all are gone). Below are the patchnotes for those who tried the game immediately upon release:
- Fixed cosmetics other than the default ones not being displayed, rendering people invisible
- The ongoing matches now display a text on the lobby browser, indicating that those games cannot be joined to.
Last week announcement
Hello hello!
We only have a week left to the release and I would like to share with you what is up ahead!
Leaderboards
Leaderboards implementation is partially finished. There are a few things to be resolved with Steam, hence the display of the leaderboard might not make to the release date, but hoping that the issue will be resolved swiftly and you will be able to compete against others in the time attack mode.
Achievements
The entries for the achievements are made and a few more will be added before the release. Some of the achievements will award you cosmetic items so try to gather them all up.
Cosmetics, Steam Inventory and Shop
14 marbles will be available at the launch and some of these will be awarded with the achievements. The marbles that are given via an achievement will be trade and market locked and the rest can be purchased from the Steam Marketplace or the item store and can be traded/sold. Some of the marbles that are available at launch will be discontinued for sale after a while and new ones will be introduced at a later point.
If you have any questions, you can use Steam Discussions or you can drop onto our Discord channel. Also if you would like to try the beta version, you also can join Discord and ask for a key.
I hope that you have your balls prepared!
With best regards!
Week 7: Collection, Release Date Announcement and the Roadmap
Hello hello!
We hope you guys are having a good time. Since we are now settled on the release date of 20th of February, here is what is to come.
Sticker Album
We revamped the previous customization section and replaced it with the Sticker Album. On Sticker Album, your marbles are represented as stickers, just like we used to (Or maybe some of you still) collect the stickers of sports teams etc. With the Sticker Album, you can check the progress of your collection, inspect how a marble looks like, get lore info and even try it. The sticker album, due to the small amount of available marbles upon release does not have filtering or sorting options, but this is a feature we plan to prepare by the early access.
Stopping the updates of the demo version
Due to the upcoming implementations' nature, we will be stopping the updates on the demo version. The demo version still will be available until release (Which it will be fulfilling its purpose) and we will be announcing a test opportunity for those who would like to give the game a try. We also plan to distribute promo marbles for those who attend to the testing.
The Sticker Album update will be available in the upcoming 12 hours.
Thanks a lot!
v0.873 [Changes-Hotfix]
New
- Double Jump Added. This allows you to jump mid-air once regardless how you took off to the air (Does not change previous air-jump mechanics).
Fix
- Fixed a display issue with ability selection and cooldown icons.
- Game settings can no longer be interacted with.
v0.872 [Changes]
New
- Control settings are now functional. Gamepad support is still partial, meaning you might need your keyboard and mouse for gamepad keybindings.
- Sound settings are now functional.
Fixes
- Slight adjustments on the Single and Multiplayer maps.
v0.871 [Hotfix]
- Fixed an issue which pressing options in the main menu making the main menu uninteractable.
- Fixed Start Matchmaking button not working after returning to the main menu after a game.
- Changed the target reticle. It uses a new image and uses different colors depending on the target's being an ally or enemy.
Week 5: Patch Notes and Next
Hello everyone. Below are the patch notes for the previous week and the to-do list for the next week.
[New]
Lobby System
A lobby system is implemented. Lobby system allows you to advertise your game online and allows anyone to join. You can create a lobby or search for lobbies in the Play submenu.
Bugfixes
- Fixed toy train set's vagons being invisible
- Many collision issues resolved
- Server side fixes for displaying the player count
[Next]
Known Issues
- Lobby system contains a few bugs. We wanted to release it in its current status as we believe the pros exceed the cons and it is usable other than a few convenience tools like kicking someone from the lobby. Lobby system also messes the party display slightly.
- Handshaking with the server is not resolved all the time. This is about steam, however we will be implementing a retry system so a handshake will be assured in a single run instead of restarting the game.
- Joining a game in progress (Post ability selection) via Steam interface can cause unintended effects. To overcome this, joining a game after this period makes new players to spawn as spectators.
New Cosmetics Display and Steam Inventory Integration
While this is rather a long term goal (1-2 months), we will be creating a new customization page that is (At least in our minds) quite cool but no spoilers at this point. To go with it, we will also be fully integrating Steam Inventory. While the new customization system might make it into the demo, the Steam Inventory requires you to own the game and since you cannot own it before it is released, even though it is free to play, the plan is to make it ready by the early access release.
Week 4: Free To Play, What We Did and Roadmap
Hello hello!
Over the holiday, after refreshing up, we have come to a decision of changing our model to free to play. We would like to explain what will be affected by this, as well as eliminate potential concerns that might arise.
Monetization
First of all, the free to play model WILL NOT cause a Pay To Win situation.
1. The monetization model will be about cosmetic items, either for the acquisition or customization.
2. The playable content will not be hidden behind paywalls. The new game modes will be available directly to anyone.
3. The cosmetics -at some point- will offer additional challenges for people to unlock new styles for their cosmetics.
4. Cosmetics that are acquired by the progression system -which also will be implemented in the future- will be tradable and marketable via Steam Marketplace. This way, players can trade their duplicate items with other players or sell them from the marketplace to buy other items or spend it elsewhere on Steam.
5. A crafting system will also be implemented to receive rare items.
More details about the system will be explained when each are next on our pipeline but the general idea is stated above.
Fandom Page
We have created a fandom page to give details about the game that are too excessive to be placed anywhere in the game (i.e. Calculation formulas or super-niche details for abilities). The page currently is a work-in-progress.
You can access the fandom page here: https://marble-combat.fandom.com/wiki/Marble_Combat_Wiki
Bugfixes
- Fixed an issue on the server-side that shows wrong number of global players.
- Fixed collision issues on the map
- Small changes on the map
Upcoming Changes
Next update will be stripping off matchmaking queue and replacing it with lobby system. Players will be able to create lobbies for people to join their game. This change will be reflected on the demo and will carry to the game.
Matchmaking will be enabled in the future with the progression system and the lobby games will not contribute for the progression once it is implemented.
A new way to browse through cosmetics will be implemented. We are planning this to go in effect as soon as we release the early access version.
Once early access version is released, the demo will be discontinued.
We will continue on giving you the updates in a weekly basis.
Thanks a lot for your interest!
Phantom 8 Studios.
Week 2: Christmas break & Changes
Merry Christmas everyone!
All the changes mentioned in Week 1 are implemented and ready for you to try.
It is not reflected on anywhere in the game but the keybind for Shake-Off is E button. The tutorial will be adjusted accordingly in a future patch to make it visible for players.
Due to Christmas, there will be no updates coming for the following two weeks but we will be on the watch for the feedback still.