This is a small patch containing the following fixes:
Framework: Upgraded to Unity Engine 2019.4.11f1
Bugfix: Fixed a bug that would not scale puzzle tiles to normal size when picked up from the hand in a bulk (Shift + LMB action)
Thank you for your support and keep having fun!
New Puzzle Box Released - Black & White - 980
Hi everyone, we've just released our latest puzzle box - Black & White - 980. This is our first entirely black and white experimental puzzle box. The photography is highly irregular and different from anything else we've had so far. Here is a preview of the puzzle box:
Black & White - 980 is now available for free from the Steam store and offers tileset configurations of up to 1000 puzzle tiles. We really hope you'll like it and even find it a good challenge.
Stay tuned for more puzzle boxes in these series in the coming weeks.
Release Version 2020.1.7561
Hi everyone, we released a new major version of the game today. The release introduces changes and new functionality in three major areas - puzzle slicing algorithms, game events system, and new content. It also comes with several bug-fixes that have annoyed our players for a while. In this update, we will depart from the old way of summarizing the release highlights and instead will write briefly about each major release point.
As always, you can find the full release notes on our website here.
If you're following our public game roadmap here, you are probably aware of the new features we've been working on in the last few months. The biggest feature is, of course, new puzzle slicing algorithms. Initially, we just wanted to replace the old algorithm with a new one. However, we realized that players may like different slicing options for the puzzles - some more difficult than others. So, we decided to create functionality in the game to support many slicing algorithms at the same time and let advanced players choose the one they want when creating a new game. This required a significant refactoring and redesign of many and mostly unseen parts of the game.
With this release, we've concluded the first stage of this redesign and we've migrated the old algorithm to the new system for backward compatibility reasons (we don't want to break your saved games after all). We tried to preserve the logic as much as possible, but there might be some bugs that slipped through. If you encounter anything out of order, please send us a bug report, and will address it as soon as possible.
In the meantime, we're already working on the first new slicing algorithm that will produce a much greater puzzle tile variety in shapes and curves. We'll share some pictures once we've made sufficient progress.
In its original shape and design, the game events system was created to introduce and manage one-time pre-programmed events. This required a dedicated game release just for that reason. It also didn't give us an option to repeat the same event again (i.e. each Halloween event had to be created anew). Obviously, this screamed for improvement, especially with the Halloween 2020 event coming on the horizon.
With this release, we've published the new dynamic game event system. It will now receive its configuration from the game servers and will reconfigure your game based on that information. This allows us to create recurring events that do not require an exclusive game version. Right now we have 2 such events - Christmas Special and Halloween Special - that will happen at the same time every year. Each recurring event will maintain your progress from the previous year(s), so you will be able to get all these limited achievements even if you missed a few the last time.
We'll share more details about the events in a separate announcement once the time for it nears.
You already know about the new and experimental photography collection Black & White from our previous news message. With this release, we've included the actual content as well as the related achievements for each puzzle box. All puzzle boxes in this collection will be free for game owners, so go and grab them.
We'll be happy to hear your feedback once you try them out. If you like them, we'll continue to expand the collection with more.
That's it for today's update. Stay tuned, keep playing, and don'tĀ forget to follow our social channels for regular news and some exclusive information about the game:
Hi everyone! We've recently concluded the releases of puzzle boxes from our Terran Utopia collection. With that, we will do a slight content pause and will focus on preparing the first post-early access release version of the game. Right now we are working on a very challenging new feature that you'll surely like - the functionality to select a puzzle slicing algorithm for each new puzzle game!
Slicing Algorithms
While the currently used slicing algorithm in the game is decent, we always wanted to offer something more in terms of puzzle tile shapes and variation. The problem with creating such a feature is that the more a puzzle tile goes away from a regular rectangular shape, the harder is to program an algorithm that detects if neighboring puzzle tiles match when they're put together. Nevertheless, now that the game is out of Early Access, we can start experimenting with such features.
As we developed Masters of Puzzle during Early Access, we always made sure to keep backward compatibility as much as possible as not to break your saved games. We want to take the same approach with this feature as well. Therefore, we plan to do more than just changing the slicing algorithm and the underlying assembly system. We want to keep the old system intact and at the same time allow for new systems to be tested and used. This will require some major changed in the code related to puzzle generation and assembly - something, on which we're already working. We hope you'll like the result once it's ready for release.
Experimental Puzzles
In addition, we've been thinking about trying out a different type of puzzle images - non-standard black and white photography. Take a look at a couple of images we're currently considering for this new collection:
These puzzle boxes will be free for all owners of Masters of Puzzle. Do you want to build puzzles like these? Let us know what you think in the comments.
Don't forget to follow our social channels for regular news and some exclusive information about the game:
Hi everyone, we've just released our latest puzzle box - Worlds We Know. It is the fifth and final illustration from the German artist, Christian Hecker, in the collection Terran Utopia. Here is a preview of the puzzle box:
Worlds We Know is now available for purchase from the Steam store and offers tileset configurations of up to 2500 puzzle tiles. We hope you will enjoy the new and fresh art of Christian as well as the enchanting vision of his illustrations.
With this puzzle box, we conclude the Terran Utopia collection. If you liked it, then we have some good news for you - we have several more illustrations from Christian in slightly different thematic ready to be made into puzzles. Keep an eye out for the announcement of the next collection in the coming months.
New Puzzle Box Released - Trip
Hi everyone, we've just released our latest puzzle box - Trip. It is the fourth wonderful illustration from the German artist, Christian Hecker, in the collection Terran Utopia. Here is a preview of the puzzle box:
Trip is now available for purchase from the Steam store and offers tileset configurations of up to 2500 puzzle tiles. We hope you will enjoy the new and fresh art of Christian as well as the enchanting vision of his illustrations.
New Puzzle Box Released - In Serenity
Hi everyone, we've just released our latest puzzle box - In Serenity. It is the third wonderful illustration from the German artist, Christian Hecker, in the collection Terran Utopia. Here is a preview of the puzzle box:
In Serenity is now available for purchase from the Steam store and offers tileset configurations of up to 2500 puzzle tiles. We hope you will enjoy the new and fresh art of Christian as well as the enchanting vision of his illustrations.
Hotfix 2019.1.7467
This is a small patch containing the following fixes:
Framework: Upgraded to Unity Engine 2019.4.0f1
Bugfix: Fixed a bug that was allowing the puzzle model to be called for inspection while too close to the surface (thus sinking the model beneath the surface)
Bugfix: Fixed a bug that was causing some puzzle tiles to lose their trigger collider when grouped
Bugfix: Fixed the size of the puzzle tiles collision detection radius (was effectively two times larger than necessary)
Bugfix: Fixed a bug that would prevent puzzle tiles stuck in the air from being moved again without game reload
Thank you for your support and keep having fun!
New Puzzle Box Released - Skyhigh
Hi everyone, we've just released our latest puzzle box - Skyhigh. It is the second wonderful illustration from the German artist, Christian Hecker, in the collection Terran Utopia. Here is a preview of the puzzle box:
Skyhigh is now available for purchase from the Steam store and offers tileset configurations of up to 2500 puzzle tiles. We hope you will enjoy the new and fresh art of Christian as well as the enchanting vision of his illustrations.
Hotfix 2019.1.7459
This is a small patch containing the following fixes:
Bugfix: Fixed a bug where puzzle tiles taken in bulk from the hand would not free it up
Bugfix: Fixed a bug that would allow the player to inspect puzzle tiles already in hand (not intended)