Well, here we are again with a new MicroWorks update! Ever since the release, we've kept hearing one thing very prominently: the game isn't very accessible for people with certain disabilities.
We are committed to solving this problem starting with this update, adding new options so that everyone can enjoy the game!
UPDATED:
Brand new accessibility options, including Colorblind Mode to remove the need to read colors, and increased text sizes for arguments.
Increased laser pistol firing rate.
Increased laser pointer range, so you can select the numbers from anywhere within the playfield.
Removed bonus health for target player in Frag X.
Added metal bat as additional option in Frag X.
Added "No Animation" (T-Pose) as an option in the workshop editor's animation set.
Increased base and warm thaw time in Circuitfreezer.
Added bouncers to Kai With A Flag.
FIXED:
Fixed a bug where players were unable to join some password protected lobbies, even with the correct password.
Fixed "Instruction Processor" achievement accidentally also requiring you not to lose any rounds to achieve.
Fixed an oversight in Dodgeball where fragging a player holding the ball would not drop the ball from their hands.
Fixed voting menu issue that required the entire server to vote unanimously in order to pass a vote.
Achievement display will now auto-scroll to the top when switching categories.
Fixed multiple winner display not being sorted into a grid (no more 8 winners in a team being shown in a straight list across your entire screen).
Fixed wrong hint being displayed for the dual wielder in "Frag The Dual Wielder".
Fixed a few microgame leaderboards not displaying anything.
Fixed a few softlock spots in Sandbox.
Fixed the game locking up if you try to start a game with scripting enabled, but without any scriptable microgames available.
Spectating players are no longer counted as part of "Bonus Points If X Fails" argument.
Fixed a few sounds not being affected by volume settings.
To be clear, we are also not stopping with this update - we believe there's still a lot to improve in terms of accessibility, both the ones implemented right now, and ones to be implemented. We appreciate all feedback in that regard, and it helps us improve the game for everyone!
So, what's next? Well.. I have some slightly bigger plans for the next update. Aside from a new, highly requested gamemode, I've been wanting to tackle the entry barrier issue, and help create a smoother experience for new players. So that's what you can expect out of the next update!
MicroWorks Patch 1.03: [BALANCE IT!]
A new update has just been released for MicroWorks! As promised, this update focuses on improving game balance for a bunch of boss stages and features. We've also got a lot of important bug fixes as well.
UPDATED:
Falling down will no longer hinder your double jump height boost.
You can now properly spectate Trivia Mastermind.
Removed score loss when dying in Falling Platforms.
One life is now subtracted for every two deaths in Survival Falling Platforms, instead of one death.
Jump rope in Jump The Rope now starts a lot slower, and ramps up faster.
Jump rope now has a visualized area of effect in Jump The Rope.
Increased bonfire range in Circuitfreezer.
Reduced base & bonfire thaw time in Circuitfreezer.
Jump The Rope boss length increased from 75 to 80 seconds.
Standoff boss length decreased from 240 to 200 seconds.
Minor balance changes to Jetfrogs.
Minor balance changes to Reach The End.
FIXED:
Fixed "Unfreezable" achievement not unlocking properly.
Fixed black screen while spectating if anti aliasing is turned off.
Fixed a bunch of boss stages not ending early in Survival (for example, if only one player is left alive in stages like Railwars or Dodgeball).
Fixed certain aspects of the kart physics being dependent on framerate (those who felt their kart was extremely slippery - this fix is for you!)
Fixed ghost collisions at the beginning of the race track in Kai Karts.
Fixed an issue where spectating in Trivia Mastermind would cause the boss to stall for players.
Fixed an issue where the third streak sound would not play in Trivia Mastermind.
Fixed an issue where shooting early in Standoff as soon as you get teleported would brick the boss.
Fixed boss-breaking issues with switching from triples to doubles in Standoff.
Various fixes to the Kai model.
Players that respawn mid round will no longer be treated as if they're still dead at the beginning of the next round.
Fixed an issue where cosmetics would sometimes not be hidden in first person view.
Fixed team indicators not updating with team reshuffles.
Fixed team indicators not disappearing when a teammate leaves the game.
Fixed voice chat indicators sometimes not clearing up on level transitions.
Fixed voice chat gain setting not getting applied at game launch.
Fixed an issue where voice chat would sometimes get stuck looping a certain portion.
Of course, we are not stopping with this update - we are continuing to improve balancing and fixing issues always! However, if this update proves stable enough, we'd like to take a step back a little from intense fixing so we can focus on important accessibility features.
Thanks again for everyone's patience with updates. Every single person enjoying this game motivates us to keep working hard. <3
MicroWorks Patch Notes 1.02: [WAIT, DID MISS A SPOT?]
A new update has just been released for MicroWorks! Although we wanted 1.02 to have a deeper focus on balance, there were still many game-breaking bugs left in the game that we felt needed to be pushed out sooner. Therefore, 1.03 is hopefully where we give the game a much stronger balance push, and then we can finally move on to new accessibility settings.
UPDATED:
New languages added: Croatian.
New team indicators provide better readability on whose your teammate in team gamemodes.
Added off-screen indicators in your first couple of games, for important objects in certain microgames (like 'Heat Up The Oven' and 'Avoid The Ghost Train').
Reduced max amount of required shakes in "Shake It".
Reduced jumping/crouching amount requirements in the jumping/crouching microgames.
Increased minimum amount of highlighted tiles in "Step On The Highlighted Tile".
Lowered down flying buttons in "Push A Button".
Reduced max amount of required shots in "Hit The Target Exactly X Times".
Decreased speed of rotating beams.
Decreased max stack amount in "Stack It".
Added a visual cue showing the target player in "Frag X".
Minor balances to Jetfrogs.
Voice chat is now usable in the pause menu, PDA prompts, and certain bosses like Trivia Mastermind.
Updated credits.
FIXED:
Fixed clients seeing a false "SHOOT!" prompt in Standoff, if someone shot too early in a previous round.
Fixed broken occlusion culling in Ghosthunt.
Fixed issues with powerups for late joining players.
Fixed team indicators appearing on spectators and dead players.
Fixed Dodgeball not ending in survival if there is only one player left.
Fixed a glitch allowing users to bypass the bounds limit in the workshop editor.
Fixed game breaking if the target player leaves mid-round in "Frag X".
And a whole bunch more minor fixes.
We are continuing to work hard to fix issues, improving balance, and doing outreach to fill up the game servers. It is a lot of work for just two people, so we appreciate you a ton sticking with us on this journey!
As always, we are reachable on our Discord server http://discord.gg/HMUDYn3, or on the Steam forums right here.
MicroWorks Patch 1.01: [SWEEP THE BUGS]
Hey everyone - thank you for an amazing release! It was so spectacular to see so many filled servers, and seeing people enjoy the game fills us with so much motivation.
Unfortunately, like with every release, bugs occur, and in aplenty. So we wanted to focus on cleaning out the worst of it in our first patch:
UPDATED:
Localization updates.
Reduced default game volume from 75% to 50%. Sorry about your ears :)
Added new gameplay hints at the beginning of your first few games.
Text prompts will now wait for you to release your input first, before accepting it again (no more "wwwwwwwwwwww" in Type The Word).
Improved balancing and obstacle designs with a few obstacles in Reach The End.
Reduced respawn time in Reach The End & Jetfrogs from 5 to 3 seconds.
Minor optimizations to Reach The End.
FIXED
Fixed "Robot Revolution" achievement not unlocking correctly.
Fixed a possible crash on loading boss preview videos. Unfortunately, this comes at a caveat of making these videos slightly longer to load - we are investigating potential alternatives.
Fixed an issue with missing Chinese/Japanese characters.
Fixed ghost shadows in Ghosthunt. Ironic, isn't it?
Fixed a few spots you can get stuck on in Ghosthunt. Gianni-proof.
Fixed a few broken models in Ghosthunt.
Fixed Kai With A Flag ending too early in Survival gamemode.
Fixed the announcement carousel in the main menu not loading properly.
Fixed a bug in Standoff where the boss would "start twice" and have double players in each standoff.
Fixed an issue where shooting too early in the first round in Standoff would break the boss.
Fixed an issue in Trivia Mastermind where players who took too long to receive questions could not participate anymore.
Fixed "Achievements & Stats not recorded" warning appearing wrongfully for some clients.
Fixed an issue where if you lag or desync during the boss end/return to nexus, the boss UI would persist.
Fixed pink cosmetics when returning to the nexus after Kai Karts.
Fixed the "memorize the colors" special instruction in Falling Platforms not reshuffling the selected color.
Fixed the sand in Survival Jump The Rope being able to kill you & remove 2 lives as a result - it will now exclusively deduct lives over time instead.
"100" should no longer be a valid option in number monitor microgames.
"X Finished First" messages should no longer appear in single player.
You can no longer pass a bomb to a player that is already holding a bomb in "Don't Hold A Bomb".
Fixed certain special rounds not resetting if the game ended without a boss stage (i.e. Last Player Standing).
We are continuing to focus on stabilizing the game, optimization, and game balance, as well as accessibility. It's a lot to do for just us two, so we're sorry we cannot deliver those updates as fast as we wish we could!
The next update (1.02) will continue to improve on game issues and balance. In (1.03), we hope to finally introduce some much needed accessibility settings.
Thank you all again, and keep on rocking the game! ːlunar2019coolpigː
New Languages
A small update to add some of the languages that were missing from the release!
These languages include:
German
Dutch
Lithuanian
We are already working on the next big update, including bug fixes, optimizations, and accessibility options for colorblindness!
MicroWorks is out NOW!
Well friends, it's been a wild ride.
We started MicroWorks just a bit before 2020, before all the covid craziness and that whole shift in the world - for the past 3 years, we've been working hard every single day, just 2 people, making a game we are truly passionate about, a game that we enjoy playing even 4,000 hours later (no kidding!), and a game that we are proud of.
From the bottom of our hearts, thank you to everyone who supported us and stuck around so long. I can't wait for you to try it!
If you need people to play with, please feel free to join our Discord server at http://discord.gg/HMUDYn3 We are always happy to join some microgaming action!
MicroWorks is coming SEPTEMBER 2
Well friends, it's been a long ride. We've began work on MicroWorks as early as late 2019, just two naive little developers with very big ambitions to revive a genre we're passionate about.
Today, I am proud to announce that after 2.5 years in development, MicroWorks is releasing in full on September 2nd - just one month away!
There's gonna be plenty of news to share in this upcoming month, and definitely a lot of work for us to wrap this game up and ship it in a satisfactory state to everyone. But I can't begin to say how excited I am to finally be able to put it out there.
Thank you to everyone who stuck around this long, and here's to a launch party that's sure to be anything but micro! ːlunar2019piginablanketː
Gameplay Trailer #2
Hi everyone - it's been a while!
As we continue to work hard towards achieving our goals (and achieving them within a reasonable timeframe??), we figured it's time to take a short break from the never-ending grind of development to show where MicroWorks is today. So, without further a do, here's gameplay trailer TWO!
[previewyoutube="zGV-WzKXATM;full"]
We're super excited and proud of how the game is coming along, and we can't wait to reveal a release date soon, not to mention releasing the game itself. It's been a long ride, I know - but we are arriving now sooner than ever!
MicroWorks - Releasing 2022
Crazy how fast a year seems to go by. Even crazier to think that for the past 2 years, we've been watching this silly little party game grow from an idea, to an extremely janky prototype, and today, to an actual playable game that we can be proud of. And all it took was nonstop hard work every day riddled with blood and tears. But, I digress - we're finally releasing next year!!
MicroWorks is currently 70% content complete. We are sticking to our promise of 50 microgames (+ many variations), as well as 15 boss stages, so that when you get your hands on the game, you won't have to worry over your game becoming dull or repetitive. ːsteamboredː
So, before we share our plans for next year, let's get some of the bad news out of the way first:
Controller support will not be available at launch.
I know, I know. A lot of people have asked and anticipated controller support, and as much as we were dead set on having it implemented, careful consideration proved it might not be a good idea to delay the game to have it implemented.
You might be surprised, but MicroWorks uses a lot of custom in-house systems that would make controller interaction a bit of a hassle to implement - not to mention all the KB+M microgames that would have to be reworked or possibly entirely redesigned for controllers. Comfort features like auto-aim and view snapping? Yeah.. the list keeps on going.
Whether controller support will be considered for post-release is yet to be determined.
System requirements updated.
We've updated the store page with more up-to-date system requirements with the current build and in accordance with playtesting data.
Although updated, those requirements are still not final, as we have yet to go through an optimization pass and squeezing out game performance. Basically, until MicroWorks goes gold, take everything with a grain of salt. :)
So bummers out of the way, when can we finally expect to play this game you won't stop talking about?!
Our primary objective at the moment remains the same - complete that 30% of content left for the game before we can start dedicating fully to polishing and marketing this bad boy. Our target release date remains the same - late Q2, or early Q3 at worst. Still a roads to go, but after all we've been through - I am super excited to reach that destination.
So while we go back to our cave to tirelessly develop this game, please do look forward to upcoming trailers, gameplay showcases, livestreams? Maybe even a few other surprises that may or may not have been promised before. No promises though. :D
Bro STILL no new gameplay or screenshots ??? worst devs ever + unwishlisted
Soon, I promise!!
Oh, and of course -
Have a happy new year!!
MicroWorks at Indie Arena Booth 2021
SUP. With the gamescom 2021 celebrations at hand, we've sent a special K. AI package over, and we're proud to announce it has successfully landed at the shores of the summer camp of doom!
Indie Arena Booth Online is a digital event that allows you to roam around an online gaming convention, check out lots of cool, new and upcoming video games, chat with other attendees, and do it all from the convenience of your internet browser, absolutely free!
And yes, of course, MicroWorks is on it too. You can find us in the Arcade Village (The Howling Gardens), at the first floor (Action 1), booth no. 13! We'll be roaming around alongside everyone, so if you find anyone from Agiriko, come say hi!