Pinball Wicked cover
Pinball Wicked screenshot
Genre: Simulator, Indie

Pinball Wicked

Update 4 - The Dead Man's ALIVE!




Ahoy fellow Pinball Lovers!



Thanks for all the great feedback!


Performance Update - new Render Quality setting



Up to and including Update 3 we optimized the game to reach >60 fps in hd / 1920x1080 on mid range graphics cards with the highest possible render quality and fully dynamic lighting, thus the recommended hardware requirements.

In Update 4 we optimized a lot further, targeting a far wider range of GPUs and higher resolutions. The new Render Quality setting offers new high performance graphics feature presets. Changing this setting will take effect the next time you start the game.

Thanks to the Unreal Engine 4's new volumetric light maps even the moving objects keep looking awesome with precomputed lighting. So if you're out for more fps or a higher resolution you should definitely try the new settings!

Render Quality levels

  • Low (Experimental) is suitable for many integrated GPUs and low end graphics cards, many graphics features are turned off, uses forward rendering and precomputed lighting. This quality level is a work in progress and will change over time.

  • Medium uses mainly precomputed lighting and is suitable for low range graphics cards and mid range integrated GPUs.

  • High mixes precomputed with real time lighting, graphics features are optimized for performance.

  • Epic uses fully dynamic real time lighting for all lights and high end graphics features for the best possible render quality. This matches the only available render quality of Update 3.


On a GTX 970 / i5 2500K / 1920x1080 changing render quality, leaving the other graphics quality settings on epic, using cam 4:
Low ~260 fps (limited by cpu), Medium ~160 fps, High ~115-135 fps, Epic ~ 65-80 fps

And for a quick boost on epic settings we added the option to configure Distance Field AO and Screen Space Reflections separately - disabling these nets around 10-25% more fps in epic render quality.


Cabinet users rejoice: Portrait orientation now supported in "Fullscreen" too!



In addition to the screen mode "Windowed Fullscreen", which has worked in portrait orientation since release, you can now also choose full screen portrait resolutions.

Enabling portrait mode (vertical screen)



  1. Set the display orientation to "Portrait" in the windows display settings: RMB on empty desktop -> Display settings -> Orientation: Portrait
  2. Start the game (optionally: choose a resolution and/or screen mode in Options/Graphics)
  3. Select camera 6 -> Enjoy ːsteamhappyː



Update 4 - The Dead Man's ALIVE! - patch notes



  • new: The Dead Man's Chest now with it's very own Dead Man!
  • new: Render Quality setting: you can now select between different graphic feature / performance presets. Changing this setting takes effect the next time you start the game.
  • new: extra overrides for high end graphics features, so that these can be deactivated or configured without changing the whole quality groups
  • new: Black Flaggers' White Pearl can now be selected as default ball skin
  • new: Bloom settings in the lighting options; currently not applied during pause - best set before game start
  • new: Full Screen mode for portrait display orientation
  • new: lighting and audio settings can now be reset to default; not all sound volumes are set to 1.0 by default
  • fixed: ball loosing too much velocity on flipper collision for most cases; more physics fixes and calibrations
  • fixed: the ball can get stuck if it drops below the crow ramp (the red one, left orbit) right when the ramp is about to be lowered
  • fixed:
  • sometimes* the kickback shoots up the cannon ramp again
  • UI: new skin, new layout, new!
  • UI: added descriptions for most settings
  • UI: fixed mouse hover and keyboard / gamepad highlighting
  • UI: the game version string is now only visible when the menu is open or the game is paused
  • UI: fixed - selection of the desktop full screen resolution would sometimes not register as change
  • balancing: the ball saver kickback is now a lot more unpredictable
  • balancing: updated Dead Man's Chest scores; success now lights a Super Jackpot
  • balancing: slingshots are less likely to shoot the ball into the exit lanes
  • balancing: added two small rubber pegs which make the left exit lane quite a bit less "attractive"
  • fix: ball rolling and impact sound volumes are now properly applied
  • audio balancing and sound channel fixes - work in progress, more in future updates
  • new ball drown drain sound to mark the ball lost event
  • possible fix for the occasional waterhole splash hitch
  • fixed: force feedback could get stuck
  • fixed: many small issues that were still present in the preview of update 4
  • new: frame rate hard cap: 240 fps
  • many more fixes and even more optimizations


What we're working on right now

  • VR support for Oculus Rift and HTC Vive
  • polishing Black Flaggers' sounds / lightshows / fx / dmds
  • balancing / score table updates
  • The Grand Finale: The Treasure Fleet
  • local hot seat multiplayer
  • Tilt!


Stay tuned! Have fun! Flip out!





Preview: Update 4 - The Dead Man's ALIVE!



Ahoy fellow Pinball Lovers!



Thanks for all the great feedback!


You can opt in to play the Update 4 Preview on the experimental branch right now!



This massive update will soon be ready for release on the default branch - after a bit more testing.


Performance Update - new Render Quality setting



Up to and including Update 3 we optimized the game to reach >60 fps in hd / 1920x1080 on mid range graphics cards with the highest possible render quality and fully dynamic lighting, thus the recommended hardware requirements.

In Update 4 we optimized a lot further, targeting a far wider range of GPUs and higher resolutions. The new Render Quality setting offers new high performance graphics feature presets. Changing this setting will take effect the next time you start the game.

Thanks to the Unreal Engine 4's new volumetric light maps even the moving objects keep looking awesome with precomputed lighting. So if you're out for more fps or a higher resolution you should definitely try the new settings!

Render Quality levels

  • Low (Experimental) is suitable for many integrated GPUs and low end graphics cards, many graphics features are turned off, uses forward rendering and precomputed lighting.

  • Medium uses mainly precomputed lighting and is suitable for low range graphics cards and mid range integrated GPUs.

  • High mixes precomputed with real time lighting, graphics features are optimized for performance.

  • Epic uses fully dynamic real time lighting for all lights and high end graphics features for the best possible render quality. This matches the only available render quality of Update 3.


On a GTX 970 / i5 2500K / 1920x1080 changing render quality, leaving the other graphics quality settings on epic, using cam 4:
Low ~260 fps (limited by cpu), Medium ~160 fps, High ~115-135 fps, Epic ~ 65-80 fps

And for a quick boost on epic settings we added the option to configure Distance Field AO and Screen Space Reflections separately - disabling these nets around 10-25% more fps in epic render quality.


Update 4 - The Dead Man's ALIVE! - patch notes



  • new: The Dead Man's Chest now with it's very own Dead Man!
  • new: Render Quality setting: you can now select between different graphic feature / performance presets. Changing this setting takes effect the next time you start the game.
  • new: extra overrides for high end graphics features, so that these can be deactivated or configured without changing the whole quality groups
  • new: Black Flaggers' White Pearl can now be selected as default ball skin
  • fixed: ball loosing too much velocity on flipper collision for most cases and more physics fixes and calibrations
  • fixed: the ball can get stuck if it drops below the crow ramp (the red one, left orbit) right when the ramp is about to be lowered
  • fixed: kickback now shoots up the cannon ramp again
  • UI: new skin, new layout, new!
  • UI: added descriptions and tooltips for many settings
  • UI: fixed mouse hover and keyboard / gamepad highlighting at the same time. Using keyboard or controller input disables mouse hover events until the mouse is clicked again.
  • UI: the game version string is now only visible when the menu is open or the game is paused
  • balancing: the ball saver kickback is now a lot more unpredictable
  • balancing: updated Dead Man's Chest scores; success now lights a Super Jackpot
  • audio balancing and sound channel corrections - work in progress
  • possible fix for the occasional waterhole splash hitch
  • fixed: force feedback could get stuck
  • many more fixes and even more optimizations


What we're working on right now

  • VR support for Oculus Rift and HTC Vive
  • polishing Black Flaggers' sounds / lightshows / fx / dmds
  • balancing / score table updates
  • The Grand Finale: The Treasure Fleet
  • Tilt!
  • local hot seat multiplayer


Stay tuned! Have fun! Flip out!

The Merchant's Booty Update



Ahoy fellow Pinball Lovers!



Thanks for all the great feedback!

The Merchant's Booty Update



Update 3 - The Merchant's Booty Update - 0.9.3.12 notes

  • new: May the Force be Feedback! Added force feedback to many events.
  • new: The Merchant (Adventure)
  • new: The Raiders (lit via collected loot)
  • new: The Booty Bonanza (lit via collected loot)
  • new: controller/gamepad button customization
  • new: Pause Menu|Call Operator: detect stuck balls and bring them back into play. Enhanced ball stuck/stalled detection.
  • new: high score initials can now be selected using the left/right buttons, too. Entering the last initial switches the selection to [END].
  • Pirate Battle Multiball now comes with a much shorter intro and new music
  • balancing: the number of balls in play are now capped if multiple modes are started at the same time
  • balancing: missions dependent on multiple balls now end when there is only one ball left, on multiball end
  • fixed: in rare cases the dmd fails to remove graphics/animations
  • fix: adventure victories are now counted correctly for the game end stats
  • fix: successful adventures now properly light 1x SuperJackpot
  • many more fixes and optimizations



What we're working on right now

  • The Grand Finale: The Treasure Fleet
  • more characters / sounds / lightshows / fx / dmds for existing missions
  • balancing / score table updates
  • lower minimum requirements
  • VR support
  • Tilt!


Stay tuned! Have fun! Flip out!



And... Happy Holidays!



The Popup Pirates Update



Ahoy fellow Pinball Lovers!



Thanks for all the great feedback!

The Popup Pirates Update



Update 2 - Popup Pirates - 0.9.2.11 notes

  • new: Pure Mode: Don't like characters pounding your steel balls? You can now select Popup Pirates instead of Playfield Mutineers in the operator menu
  • new: Local Highscores - using classic player initials
  • balancing: some missions now block each other, e.g. no pirate battle during adventures. Some are still meant to be playable at once/combined, e.g. Buccaneer Blast.
  • new: The Pirate Hunter
  • new: The Treasure Map
  • new: The Hidden Cove
  • new: The Buccaneer Frenzy comes together with new voices for Buccaneer Blast
  • fixed: ball could get stuck in the wave ramp tunnel below the chest, trying to get out of the water endlessly
  • fix: the spinner now counts - always!
  • many fixes and optimizations



What we're working on right now

  • The Grande Finale: The Treasure Fleet
  • The Raiders (Pirate Frenzy, awarded via collected loot)
  • The Booty Bonanza (awarded via collected loot)
  • The Merchant (Adventure)
  • more sounds / lightshows / fx / dmds for existing missions
  • balancing / score table update
  • lower minimum requirements
  • VR support
  • Tilt!


Stay tuned! Have fun! Flip out!




The Stormy Mutineers Update



Ahoy fellow Pinball Lovers!



Thanks for all the great feedback!

The Stormy Mutineers Update



Update 1 - The Stormy Mutineers - 0.9.1.17.10 notes (Build 2264515)

  • new: The Mutiny - The Mutineers arr comin' to get'ya!
  • new: Adventure: The Storm
  • new: DMD customization options (Operator Menu) - Love Grassy Green or Electric Pink in the bottom left corner? We got you covered.
  • new: preliminary instruction card / help text
  • fix: increased volumes for many impact sounds
  • fixed some flipper<->ball collision oddities and increased the hold power a bit
  • fix: Restart Game now works during bonus dmd display too
  • fixed: ball lost / ball end bonus lightshow doesn't play
  • fixed regression: Chest fail was counted as success
  • fixed: some dmd transitions could cause momentary lag under certain circumstances
  • fixed: ball could get stuck on the crow ramp (left) while the ramp moves
  • Buccaneer Blast now uses the green buccaneer lights instead of the white marker arrows. Active high value targets blink faster.
  • small fixes


What? Characters on my playfield? Pure Mode coming up next: Keeping it real!



While we really love it, we also love a purer pinball experience, so you'll be happy to know that we're already working on a "Pure Mode" which keeps it real: with this setting no characters are interacting with the balls or jump on the playfield. This is scheduled for the next update.

Currently we're working under the following paradigm: if it's not purely cosmetic (like particle fx) and if it is on the playfield / ball interacting and couldn't be done on a real table it should be optional.

We'd very much like to hear your thoughts!


What we're working on right now



  • Pure Mode: Don't like characters pounding the beloved steel balls? Activate pure mode to have the classic pinball experience -> no ball interacting characters on your playfield!
  • Local Highscores
  • The Treasure Map
  • The Pirate Hunter
  • The Hidden Cove
  • The Buccaneer Frenzy
  • more sounds / lightshows / fx for existing missions
  • balancing: some missions will block each other, e.g. no pirate battle during adventures. Some are still meant to be playable at the very same time, e.g. Buccaneer missions.


Stay tuned! Have fun! Flip out!



Preview: The Stormy Mutineers Update



Ahoy fellow Pinball Lovers!



Thanks for all the great feedback!



You can now preview our first Black Flaggers content update on the experimental branch.
We're still testing for bugs and adding more lighting, sounds and a few other tidbits.
This update should be ready for the default branch next week.

The Stormy Mutineers Update



Experimental Branch: EA Update 1 - 0.9.1.17.10 notes (Build 2253127)

  • new: The Mutiny - The Mutineers arr comin' to get'ya!
  • new: Adventure: The Storm
  • new: DMD customization options (Operator Menu) - Love Grassy Green or Electric Pink in the bottom left corner? We got you covered.
  • fix: increased volumes for many impact sounds
  • small fixes


We're also working on the local highscores, which will hopefully make the cut for this update too.

Stay tuned! Have fun! Flip out!

Patch 0.9.0.17.9 notes

Ahoy fellow Pinball Lovers!



Thanks for all the great feedback and bug reports!



Patch 0.9.0.17.9 notes (Build 2232624)

  • new: Custom keyboard mappings
  • new: Auto Detect for graphics settings
  • new: low framerate warning message
  • new: "Fire in the hole" - ball launch with a selection of voice overs
  • fix: loot and treasure are now displayed and counted correctly as bonus
  • fix: the loot coins are now lit
  • fixed: dmd render issues
  • balancing: less loot for the ocean orbit & more score table tweaks
  • extra ball stack (4) and per game limit (12) are now enforced
  • Ball Saver starts with first plunger release instead of ball begin
  • fixed: rare chance to freeze when idle
  • some small fixes


What we're working on right now (expected for next week's patch)

  • More Adventures
  • The Mutiny
  • DMD customization options
  • Local Highscores


Stay tuned! Have fun! Flip out!

Hotfix 0.9.0.17.8 Build 2216057

Ahoy fellow Pinball Lovers!




Hotfix 0.9.0.17.8 Build 2216057

  • fixed: there's a chance for the game to freeze when idle / no action



What we're working on right now

Most of this will hit the experimental branch in a few days:

  • More Adventures
  • The Mutiny
  • "Fire in the hole" - ball launch with different (or optionally without) voice overs
  • Customize Controls / keys remapping
  • DMD customization options
  • Local Highscores
  • Ball Saver start with plunger lane exit or plunger "touch" instead of ball begin



Stay tuned! Have fun! Flip out!

Patch 0.9.0.17.8 notes

Ahoy fellow Pinball Lovers!



Thanks for all the great feedback and bug reports!



Patch 0.9.0.17.8 notes (Build 2209136)

  • added missing right stick launch (sensitivity + deadzone settings in one of the next updates)
  • fixed regression: tavern is sometimes triggered multiple times with one ball
  • fixed: slingshots do not always trigger when they're expected to
  • fixed: slingshot visual animation is turned off
  • fixed regression: some timers ignoring pause
  • fixed regression: slingshot R hit too often / even at high ball velocity when the ball rolls out of OceanOrbit R
  • updated: slingshot physics
  • updated: flipper physics
  • fix: removed "cinematic" from settings, as this quality level is not intended for runtime usage and shouldn't have been accessible over the UI
  • added stall detection for the shark
  • fixed: Buccaneer Blast can stall on ball end
  • The Chest music should no longer alternate with The Kraken music if both modes are active
  • fixed: automatic pause when PW is in the background doesn't disable gamepad input
  • many smaller fixes and optimizations


Stay tuned! Have fun! Flip out!



Hotfix 0.9.0.17.7 Build 2198676

Ahoy fellow Pinball Lovers!



Thanks for all the great feedback and the bug reports!

Changes:
- balancing: removed loot from pirate battle jackpots
- fixed: ball end bonus can stall under certain circumstances

Stay tuned! Have fun! Flip out!