Polyball cover
Polyball screenshot
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Genre: Platform, Racing, Simulator, Indie

Polyball

Untitled

Vote Polyball for Toronto Game Developers Game of the Year!

Please go to this link and give Polyball, and any other games you like, a vote! And then share it with your friends!

http://www.torontogamedevs.com/blog/game-of-the-year-2017-voting-best-pc-only-game

v1.0.2 - Pars and Shards



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.

And here is our Twitter, in case you want to keep up with what we are doing.

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

Skins



  • Fixed Rift
  • Added Gyro skin
  • Added Splice skin