Well not yet as it's not official, but it's here. It's finished!
Patch notes for version 1.0.0:
Steam Integration - automatic Steam Cloud syncing of savefiles and time trial ghost files. Platformer Level - fixed some visual glitches with the coloured platforms Secrets - haha! Nothing to see here!
Patch notes Beta 0.7.6-b
Intro Cutscene - Preliminary version of the intro cutscene. This cutscene is played on both full and demo editions whenever the "Play" option is selected in a savefile where Undergrowth Burbs has not been cleared. The cutscene leads directly to Undergrowth Burbs
Patch notes Beta 0.7.6
Cliffhanger - changes to cliff texturing Roach Motel - patched up some ugliness during a camera transition P.E.A.R.L. - Improved glitchy appearance of screen glow when the robotic arm is too close to it
Patch notes Beta 0.7.5-d
Generic - Fixed graphical glitches with the average blending shader Overworld - Added a tiny island for Platformer Level Boarsailles - Minor visual change P.E.A.R.L. - Bugfix: it was possible to jump out of bounds Hell's Bells - Visual rehaul (retexturing and re-lighting)
Patch notes Beta 0.7.5-c
Mystic Castle - bugfix: z-fighting texture in last section. Truffle Traffic - bugfix: boar propellers were not properly affected by fog Citrus Falls - fixed several texturing errors Stone Cold, Hell's Bells - retractible platform redesigned. No gameplay changes. Close Encounters - bugfix: it was possible to jump over the chasing eyeballs. Wizard Giza - fixed gap in geometry at start of chase. - optimized graphics in intro scene. Audio -added option to control UI sfx volume.
Patch notes Beta 0.7.5-b
Secrets - New secrets including a super hidden super difficult boss! - New "InviSybil" skin - New achievement "Crab Rave"
Patch notes Beta 0.7.5
Veeeeeery close to 1.0.
Rendering - Streamlined rendering pipeline by ripping out bloat. - Added PSX-style tessellation of large triangles. This automatically fixes excessive texture swims in certain areas, and the pop effect looks very authentic. - Fixed some shader bugs.
Chef Porcini - Some decorations added.
Secrets - Many added. So much stuff. See what you can find. The first hint is in the beach!
Patch notes Beta 0.7.4-d
Lord Nutmeg - hotfix: serious bug prevented progression in third phase.
Patch notes Beta 0.7.4-c
0.7.4-c
HD Mode - Refactoring of HD video mode. All known bugs related to HD mode (transparency and ordering issues, incorrect letterboxing with windowed or atypical ratios, etc...) seem to be solved. - The colour crunch options now do work in HD mode (though the difference is hard to spot).
Beta 0.7.4 - Last Stretch
Hello people,
I apologize yet again for a prolonged period with no updates. Sadly I have had some health issues to take care of. Now I'm back to Psilosybil development and I'd like to finish cleaning up the very last things before we can officially call it done!
Now it's possible you may have missed it, but there are many new levels! The latest levels added are
Platformer Level - an extremely challenging bonus!
Truffle Traffic - a fun, mid-game session of highway hopping
Dark Chocolate - the higher road.
Make sure to check them out if these don't sound familiar!
Here's patch notes for this specific small update:
Beta 0.7.4
Citrus Falls, Cliffhanger, The Tower - Fixed a long-standing bug that would make thrown lemons be much slower on certain systems. Dessert Outpost - It's now much easier and more consistent to kill the chocolate bunnies by bouncing on them. This does not invalidate previous runs. Arcade Mode - Fixed a bug whereas entering a level normally after a game over would re-trigger the game over screen. - The game over screen is now correctly coloured black in HD mode. Platformer Level - Fixed a bug where platforms could not despawn correctly if the player could execute a segment without dying. Generic - Standardized mushroom species names.