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PogoChamp screenshot
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Genre: Platform, Simulator, Sport, Indie

PogoChamp

Bug Fixes for Survival Mode & The Beginning level

I completed Survival Mode for the first time this morning, and it.... didn't go well, hahaha. It should work now.

Changelog



  • BUG FIX: Cinematics no longer play in Survival Mode.
  • BUG FIX: The total levels shown in Survival Mode are no longer based on your Standard Mode progress.
  • BUG FIX: The water meshes in The Beginning were broken, resulting in the whole level having the underwater visual effects, and part of the final water tube not being water....
  • BUG FIX: Survival mode replay files are now ".replay" instead of ".json".

Minor Update: Mostly Survival Mode related.

Some bug fixes / improvements, mostly around Survival Mode. Thanks everybody who played Survival Mode recently and brought these to my attention!

Changelog



  • BUG FIX: Fix some typos in the Pogosaurus plaque in The Heist.
  • BUG FIX: Reduce camera stutter when following a replay ghost that crashes.
  • DEV: Add a developer feature that lets me hide the UI.
  • BUG FIX: Fix a memory leak / excess memory use in Level Select.
  • BUG FIX: Locally recorded replays were showing empty nametags.
  • FEATURE: Survival Mode / Daily Challenge replays now allow you to skip levels more easily.
  • UI: Relabel some of the control text in Repays.
  • BUG FIX: Survival Mode / Daily Challenge replays sometimes showed 2D levels using a 3D camera.

Minor Bug Fix

BUG FIX: The star gates in the "Laboratory" area of the Level Select were misplaced by a little bit.

Improve Saved Time Precision

Turns out leaderboards and best times were only saving at 1/100th of a second, when they were supposed to be 1/1000th. Happy record hunting!

Minor patch


  • GAMEPLAY: Add a border wall to level 100 that should prevent people from getting confused.
  • BUG FIX: The camera no longer swoops back for a fraction of a second when restarting The Classic.
  • BUG FIX: Some objects in Level 100 weren't properly

Ghost Racing Now Available!

Ghost Racing


A new era of competition has arrived! You can now "race" against any record from the leaderboard. Compete against your friend's scores directly, and learn how to eek out those last few milliseconds to get the top spot!

Changelog



  • UX: Revamp the leaderboard UI to be more clear: Now featuring a specific "Watch Replay" button, and the new "Race Ghost" option.
  • BUG FIX: Many many many bug fixes related to Ghost Racing.
  • BUG FIX: Fix name tags displaying improperly in 2D levels.
  • BUG FIX: Fix various bugs related to power ups in very old replays.
  • BUG FIX: Ball power up had shadows in replays even when you lost it.
  • UX: Change several buttons in Replay Mode to be more sensible. Hide/Show Attempt is now "H", Speed adjustment is "1"/"2".
  • BUG FIX: Auto save indicator now properly animates when the game is paused.
  • UX: Add a "Near my score" setting to the leaderboard if you're not interested in being the very best, but still want to know how you stack up.
  • UX: Made it easier to see where your entry is on the leaderboard.

Physics Simulation Accuracy Improvements + Expanded Demo!

This update changes the physics timestep to be more accurate.

Physics Accuracy


Until now, the game was using Unity's default 50 physics updates per second. The game records completion times in 1/100th of a second increments. This meant that if you were trying for highly precise times (like if you were competing on the leaderboard), your recorded time was potentially inaccurate by up to 0.02 seconds. This update runs the physics loop 4x as often, meaning there is now accuracy of 5/1000ths of a second. This should not significantly impact game feel or physics, but if anything, the game will be a little bit more responsive.

I haven't noticed any issues with performance, but in testing I did see some issues with camera stutter at low frame rates. I think I've fixed those issues, but let me know if you have any problems!

Expanded Demo


I've expanded the demo to include 35 levels, in the same order they appear in the full game. If you know anyone who is interested in the game, but unsure if they want to buy it, tell them to check out the demo!

* Note: The demo leaderboards are separate from the full game leaderboards because they have different app ids.

Other Fixes



  • VISUALS: Minor lighting improvements on some levels.
  • BUG FIX: Survival Mode menu showed an error message improperly.
  • BUG FIX: Nametags in replays didn't render properly in some levels.

Fix "Next Level" arrow appearing at the wrong time.

The "built" version of the game has slightly different script execution timing, which caused the "Next Level" arrow to appear much earlier than it was supposed to.

Also fixed:
* Improved lighting on Jailbreak.
* Fixed Null Pointer Exception when objects without materials are in front of your character (triggering the "see through" mode).

Minor bug fixes

A couple of small bug fixes that have been found since 1.0

* The "Next Level" arrow was displaying incorrectly.
* Fix a bug with the end-game credits that caused the next level you load in to be 2D.

PogoChamp 1.0 is out NOW!

PogoChamp 1.0


After 2.5 years of development and over a year in Early Access, PogoChamp 1.0 is finally here! Thanks so much for all the encouragement over the years, it has really meant a lot to me.

To celebrate 1.0, I decided to make a compilation video of bugs & other footage I've recorded during development. I hope you like it.


What's Next


While this won't be the last PogoChamp update, it does mark the end of Early Access and the Weekly Progress Reports. I'm sure there'll be more bugs to fix & features to add as I see how more people play the game, but I'm happy to call this the "Official Release".

Changelog



  • UX: Add a menu that allows you to disable input devices. This menu will automatically appear if the game detects that an input device is sending erroneous inputs. You can also open it manually by holding "~" on keyboard or "Start" on controller for 2 seconds.
  • BUG FIX: Prevent a bug that could allow you to disable all input devices using the menu above. If the game starts and no input devices are enabled, it will re-enable all of them.
  • BUG FIX: Replay mode playback speed text didn't properly update when different input devices were competing for priority (for example, if you changed the replay speed using a keyboard while a PS4 controller was plugged in).
  • UX: Remove the Early Access popup when you launch the game.
  • UX: Change build number from "EarlyAccess_" to "Build_".
  • BUG FIX: Various leaderboard UI animations weren't playing when viewing the leaderboard from the pause menu. This resulted in things like the "Play All" button not being visible.
  • PERF: Some minor performance improvements in replays with many ghosts (when a ghost has finished playing, its IK solver is disabled).
  • BUG FIX: The camera in Perspective Shift no longer goes past the end of the level on the right side.
  • UX: Add an extra "..." row to the leaderboard when other rows exist, but aren't being shown. (So that people don't think that there are ONLY 25 records.)
  • UX: Added some text to indicate how to get to the next level when you first unlock the 1-Star gate. Hopefully this will mean people aren't confused by the menu anymore.
  • BUG FIX: Changed the way that Tilt Sensitivity is applied to remove an exploit that allowed you to set records that were impossible without changing Tilt Sensitivity. Removed the offending records from the leaderboard. Tilt Sensitivity previously reduced your maximum rotation speed, but now it just changes the "curve" of your inputs. A 1.0 sensitivity is a linear curve, and lower values are exponential (so partial inputs, like 0.3 will result in less rotation, but higher inputs will still rotate fully.
  • UX: Hide "Next/Previous Attempt" controls in Replay Mode when there is only one replay.
  • BUG FIX: Hopefully another fix to replay mode stuttering. (Let me know if you see any difference, because I couldn't reproduce the issue on my machine!).
  • GAMEPLAY: Reduced the speed of "Slow Tilt" keyboard input even more. It used to be a 66% input and is now a 33% input.