A small update going into the holidays - We've re-balanced score pars across the board as well as added shards to levels that didn't have any. We also updated the Polyball site to work with the new leaderboards.
This patch is Windows only right now, working on some other Mac/Linux specific things that will be included in the next patch!
Full Patch Notes
Added shards to all the levels that didn’t have any
Re-balanced score pars of all levels
Some time par re-balancing, we will continue to tweak these
Updated Polyball website, new screenshots and leaderboard app working
Made first time popup larger, because some people seem not to use the scrollbar
Fixed level name on pre-game screen not translating correctly
Removed circuit levels because they don’t function
Fixed personal best text color being slightly off
Added more buttons to the main menu, since it seemed like no one noticed them
Fixed sunken finish line in Hazy Daze
Engine Room now uses white UI theme
v1.0.1 - Return of score leaderboards
Lot's of little fixes in this patch - we've addressed all of the bug reports you guys have submitted as well as a few other bits of polish.
Full patch notes:
Score leaderboards are back! You need to at least make bronze time for your score to count
Cleared score leaderboards
Updated Unity to fix Linux build fullscreen bug
Removed DX9 support, if for some reason this breaks your game please contact us
Fixed some inaccuracies in medal calculations
Removed requirement of beating the last level in a sector to unlock the next one - as long as you have enough medals the next sector will unlock
Added line to first-time popup and help page saying you don’t need to collect all the shards per level
Added line to first-time popup and help page saying you need at least a bronze medal time to qualify for the additional score medal
Solidified first-time popup so you can’t navigate around without closing it
Changed default selected hub to be Forest
Fixed ghost toggle not working
Fixed default UI mode setting not working
Shard count in level data is now updating correctly
Fixed Next Level/Main Menu buttons disabling when you get the error message about not having enough medals to go to the next level
Dialog boxes now support controller
Fixed missing translation on in-game leaderboards
Polyball Leaves Early Access!
Three years ago I quit my job at an advertising agency. I was unsure where to go from there, and in a drunken stupor downloaded Unity that night. I came up with a demo for a small phone game, inspired by Super Monkey Ball and the time I spent playing it as a child. I showed it to my brother (Badfish) and he was super into it, and began creating some models for it. Polyball has been through many iterations, and after 52 major updates today marks the culmination of what was started that night.
I had never worked with C#, let alone a game engine. I reached out to Yartch, a friend I met in college and was into game development. He helped us take the game to another level, and it was a running joke that one day we would be on Steam, something that seemed basically impossible. Unfortunately he had to leave the project in January, but I am thankful we had the chance to learn and build from his experience.
I reached out to another friend from college, Audioloom, who worked as a composer at a large game company in British Columbia. He was instrumental in bringing the audio of Polyball to life, and guide the musicians we hired to produce some beautiful things.
My brother has been also been a very important part of Polyball - he is responsible for all of the art in the game (other than the crappy stuff made by me). Somehow he has managed to balance university life and building a game.
And of course me and Badfish also have our parents to thank, from loaning us the thousand dollars to create a company, to putting up with our sometimes questionable choices (including sinking thousands of work hours into a ball rolling game) they have been very supportive of the whole process.
I’d also like to give a shout out to Ryan, who is the dev we brought on to help get online mode working after Yartch’s departure. The multiplayer code was simply way too complex for me to handle alone, and while it’s not going to be an esport anytime soon the multiplayer is in a very playable state and will be even more fleshed out in the future.
I would also like to extend a huge thanks to our community. From the speedrunners in Discord to the fan translators that have helped us translate the game to over 10 languages (with more on the way). This game would be nothing without you.
So where do we go from here? While it may be exiting Early Access, that doesn’t mean Polyball is finished. We have some exciting plans going forward - from polishing existing systems, to new modes, to new content, and even contests, that will hopefully keep the game being a relevant platformer for years to come.
Before I end this I’d just like to drop a few links:
Here’s our new trailer, if you could share this with your social networks that would be really cool and help the game a lot!
Here is the official Discord, this is where most of the discussion involving the game goes on and you can contact us directly in there if you have an issue.
Thank you for being a part of this journey, keep on rollin’.
v1.0.0 - It's Time
It's time to exit Early Access! We are going to make a longer post regarding the launch, but here are the changes in this version:
Updated Mac and Linux versions
Cleared leaderboards
Tuned DOF to be more subtle - blurs background much less and foreground more, also tweaked zooming making it weird
Since it’s way better DoF is now on by default
Added a real spawn animation shader for the ball
Fixed shard pieces triggering bouncer sound
Updated achievement icons
Changed Teeter
v0.9.2 - Polyball for all!
We've added a bunch of languages bringing us up to a total of 10 languages! We've got a few more in the translation stage as well so people worldwide can enjoy rolling around together.
Also have a bunch of bug fixes here, just generally preparing for 1.0.
Translation
Improved translation coverage from about 60% to about 95%, most untranslated things left are in multiplayer and level editor
Added Italian language
Added Turkish language
Added Polish language
Added Portuguese
Updated Vietnamese
Updated Simplified Chinese
Updated German
Updated Russian
Huge thanks to everyone that helped translate to these new languages, and update the ones we already had. 10/10 community.
General
Church now resets properly
Upgraded model importing system in the level editor, experimental support for Mac and Linux as well as misc stability upgrades
Fixed stats module not recording stats, whoops!
Removed Clear Multiplayer Profiles and Clear Control Profiles because they are not used anymore
Added Clear Stats (including achievements)
Changed Clear High Scores to Clear Personal Bests
Fixed keybinding screen only opening once
Playlist level list on main menu now has a scroll bar and no longer overlaps play button
Made main menu playlist level list two column instead of three
Playlist score card now has a scrollbar
Fixed bug where Sector 5 said “coming soon”
Fixed water visual being lower than collider on quarry
Fixed score value display not resetting
Shards now slightly explode, making it easier to tell what ones you have hit
Submit a bug screen hides when you unpause or click the button again
Music now stops when leaving a multiplayer match
Music now stops when leaving custom level and editor
Added Otherworld music to level editor music options
Added thumbnails for the last two levels as well as the Sector 5 marathon
Removed Rick Test thumbnails
Multiplayer
Splitscreen players can join more reliably
Added kill volume to lava in Volcano Hub
Looking for translators
We are looking for some fan translations to help get our game ready for launch.
The main languages we are looking for are:
French
Japanese
Korean
Dutch
Swedish
Traditional Chinese
However if you know other languages we would also be happy to add them to Polyball as well! You will be compensated with keys for the game as well as your name in the credits.
Please leave a comment and we will be in contact with you :)
v0.9.1 - Just lots of stuff
I've just been randomly fixing bugs and adding content, here's the list:
General
Fixed marathon post-game next level button saying main menu
Marathon score card now resets correctly
Refined positioning of World HUD UI elements
World HUD score feed now works correctly
World HUD score value now updates correctly
Ghost effects (sparks, etc) now work correctly
Ghost props (catbat, crown, etc) now work correctly
Can no longer interrupt ghost uploading by hitting Space/Y on postgame screen
Can no longer press postgame Next Level/Main Menu/Restart multiple times
Multiplayer
Online coop leaderboard post-game leaderboard sorting working correctly now
Updated hub levels visuals
Fixed up some particle smearing on weapons/abilities
Redid all coop spawn points
Wild Planet bouncers now bounce higher
UI updates on multiplayer level select thumbnail holders
Added thumbnails for battle levels
Added thumbnails for hub levels
Kill volumes (lava, etc) now work correctly in coop
Round slider in level select now only shows for battle maps
Skins
Added Furrow skin
Added Dragon prop, this needs animation still
Added Polybird prop
Added Upshot effect
Added Starburst effect
Fixed effect particles looking glitchy sometimes
Level Editor
Added Old Bridge base terrain
Added Rock Cylinder base terrain
Added Old Cage base terrain
Added Furydome Ground base terrain
Added Flat Cave base terrain
Added Big Curved Island base terrain
Added Dark Mountains base terrain
Added Otherworld Tall Skinny 1 tree
Added Otherworld Tall Skinny 2 tree
Added Otherworld Windswept 1 tree
Added Otherworld Windswept 2 tree
Added Otherworld Wide tree
Added Droopy Tree tree
Added Rock Bridge Piece
Added Squarish Rock
Added Odd Rock
Added all Old Bridge bridge parts
v0.9.0 - Online Multiplayer + View Replay
After much work we have gotten online multiplayer into a place which we consider very playable. We’ve included two game modes:
Co-op:
Straightforward co-op play through any level.
Battle:
Choose from 6 weapons and use more than 10 powerups in our exciting battle mode! Last man standing, first to 5 rounds wins.
There is also a global chat box on the server browser page for you to see if anyone is around to get a game or race going. When you first load into a server you will find yourself in a lobby, which has pickups for all the weapons and abilities for you to test out in a sandbox area. When enough players have joined the host will start the match.
Some of the online controller support, especially on the UI, is a bit spotty right now. So if you find yourself unable to select something use the mouse. If you are unsure what buttons to use for battle mode, check the keybinding screen! And as always any bugs you encounter while playing please use the 'Submit a bug' menu to let us know about it.
We’ve also got the functionality for the View Replay button before you start a level working, this will allow you to view your replay or any you have loaded from the leaderboards and scrub through a timeline of it. This is useful if you want to see how someone beat a level or want to record your best run. It’s still a bit rough, but we are working hard to get it squared away.
The Road Ahead
With the release of these two things, we are feature complete!
Going from 0.9.0 to 1.0.0 is going to be pretty quick and have a lot of cleanup and bug fixing, as well as fleshing out the skin options and level editor content. Some parts of the UI will also be overhauled to be a nicer experience.
1.0.0+ will have more content, more modes, more languages, and more level editor content. We also may have some contests and official races planned!
Full patch notes:
General
Killsticks now disable their killbox once they are stuck into something
If you have a controller plugged in but are using the keyboard your controller wont vibrate anymore
Zooming camera in no longer breaks Polydoll movement
Increased amount the control stick moves the color selector on the customize screen
Fixed scroll wheel on customize
Fixed scaling on local multiplayer battle health being too small with more than two people
Score display now resets correctly when you respawn
Fixed if you pause when restarting the game doesnt stop yet the menu opens
Fixed camera rotation bug when using force follow cam right at the start of some levels
Cursor now correctly locks after alt+tabbing
Changed final trophy text from COLOR to OTHERWORLD
Removed free roam from extra levels since they are only multiplayer hubs now
Removed Sector 5 loading screen
Fixed not being able to jump after respawning in very specific circumstances