Level loading has been refined and optimized. Speed increased from an average of 14 seconds per level, to 3 seconds.
During level load, a loading screen is now shown. Woo.
Tips have been added to the loading screen.
Development
4 new levels have been added internally. They aren't quite ready for public release yet.
Numerous sounds have been added.
Levels
Serenity has transitioned to its final-ish form. Now with less popping!
Smoothing has been applied to numerous new meshes, in an attempt to remove the hard edges.
Midnight Ride has received its next series of overhauls. This should result in better performance, and better playability.
The main menu has been overhauled to look better, perform better, and just generally be better.
Balls!
2 new balls have been added. The Canadian, which is a cube, and the Flytrap, which is a sphere with cutouts that allows much faster turning and intentional popping.
Preparations
For the new upcoming levels, a lot of things had to be fixed. Such as:
SHIFT'ing distance has been increased from 500 to 1500.
Emission textures have been overhauled, to better light the darker levels, such as Cosmic Arrival.
Notes
Hello everyone. Thank you for reading our change log for this iteration.
We know it's been awhile since we posted an update; No, we aren't dead. We're hard at work making PsyShift a better game for everyone. Your feedback and logs have been instrumental in the development of PsyShift, and for that, thank you.
If you have any suggestions or problems, the best place to reach us would be my personal Twitter:
Dev Twitter,
and our game Twitter:
PsyShift Twitter
Early Access Patch Notes (0.4.9.1)
Hello everyone.
Now that the bug fixing segment is done with (0.4.8x), we're moving on to improving the levels and ease of life. This is the first update for these changes.
General improvements
Fixed a bug that prevented Serenity from switching to Oceanic Pathways on finishing the level
Upon finishing Living Room, players will now be sent to Trials
Upon finishing Trials, players will be sent to Serenity
Fixed the best time metric loading from disk too often. It should now only load twice per level. Once when entering the level, and once when completing the level.
Fixed the first ramp on Serenity throwing players off the track
Moved 5 pickups on Serenity, to both prevent them from clipping into the ground, and to make them slightly more difficult to pick up
Removed a pickup on Serenity, near the funnel.
Serenity track textures have been modified to be better in line with the atmosphere and terrain
The version mismatch in the main menu vs in game have been fixed. They are now synced.
Midnight Ride has been modified to make it easier to reach the end, while also expanding the map a bit.
Following this, the levels are being overhauled one by one.
Serenity came first
Notes
Midnight Ride also got a slight overhaul in preparation for it's new version, but we rolled it out now due to difficulty. We found players had a hard time navigating to the end of the level, and artificial difficulty is no fun.
We've also stepped up optimization priorities, so the game doesn't require monster hardware anymore to look decent.
Serenity went from 35-65 FPS across the entire level, with dips into the 20s at some points. Now it runs at a solid 110 FPS. This is our personal testing, but every hardware configuration is showing a marked improvement.
Roadmap
When 0.5.0 rolls out, all the current levels will be overhauled.
By 0.6, we plan to have full controller support, and the score/ best time metric finally fixed. It's proving to be a bit troublesome.
0.7 is levels levels levels. Our current level selection is a bit thin, and we'd like to expand it to close to 50 complete maps, all unique in their own right.
For 0.8, we would like to add Linux support. We know the Linux player base across Steam is low, but they deserve some love too. While 0.5 and 0.6 won't take very long, 0.8 will most likely require a longer period of time due to platform specific bug patching, and OpenGL/ Vulkan vs DX11.
0.9 will be our finalization phase. Cleaning up all the unused assets, final optimization on performance, and the frameworks for continued development into 1.0.0+.
1.0.0 will be the game's release. Development will not stop here, but we will be moving onto our next game, _PROTOCOL (Name subject to change). Future content for PsyShift will continuously be added to and improved.
Thank you to all of you participating in our early access release.
Your data, feedback, and suggestions are a driving force behind the development of PsyShift.
Early Access Patch Notes (0.4.7)
Patch notes for version 0.4.7-Release
Engine
Updated engine version to 4.22.0
Updated LowEntry to be compatible with 4.22.0
Levels
Finally fixed Serenity being atrocious on hardware. This should be the last optimization patch specifically for Serenity.
Aoxide has been replaced with Trials, a maze type level, featuring the new top-down camera. Enable this camera by pressing F at any time.
Removed ray traced elements from the lighting on Living Room. They were never supposed to be in the release build anyways.
Tweaked the lighting on Living Room, increasing performance by well over triple the baseline.
Some pickups had issues with collision and being too high off the ground for players to reach. This has been fixed.
Fixed Midnight Ride throwing players off the main course
Fixed Oceanic Pathways not correctly sending players to the next level
Tightened some seams on Serenity.
Centered the "Going up?" text on Serenity.
Moved the pickup in front of the elevator due to lighting issues on Serenity.
Z plane detection size changed from 15.000^2 to 2000^2 (This prevents you from falling under the map too far, so you can respawn)
Landscape material modified to be more clean, and make the performance hit less obvious.
Removed some grass that managed to plant itself on the track.
Removed the 130k+ grass and bush actors.
Modified the maze mesh to remove overlapping edges so the textures stop clipping
Early Access Patch Notes (0.4.4)
Hello all. Here's the latest patch notes.
Engine
Engine version updated from 4.21.2 to 4.22RC7
Physics async substepping disabled. Async substepping was needed back in 0.1.0 due to a moving obstacle that we eventually got rid of. Once it was removed, it just increased CPU usage for no reason.
Debug changes implemented
Changed how achievements are handled. They should now proc properly.
Music volume is now set correctly across game launches (I programmed it out of order)
Motion blur and lens flaring should now actually set properly
Handbrake should now function independent of frame rate
Removed APEX blocks from Serenity. They just caused performance loss, and didn't even work right.
Temporarily disabled the best time metric as a bug is present that thrashed the storage.
Background noise is now checked for NULL before using. This should prevent dead noise from playing.
The main menu has had it's default color changed from orangish to a more tame purple.
Added partial controller support for gameplay. Menu navigation still requires a mouse or keyboard.
Fixed being able to jump in the main menu.
Added invert camera option (Currently disabled, as controllers exhibited strange behavior that I couldn't correct)
PhysX extensions have been overhauled to better address physics
Function_Save has been disconnected from Timer_Best_Time, as it was loading hundreds of times per second, instead of just once. A workaround is in the works.
General changes
Heavy optimization has been done on Serenity, increasing performance by another massive 50%.
File structure has been updated to use pak files. This decreases game size, and helps the binary patching process.
Input handling has been overhauled entirely. No more dropped inputs.
Optimization has been done on virtually all code relating to the main ball, resulting in a net 15% increase in performance.
My saving function has been overhauled to no longer thrash the storage when the best time function is called.
Some notes:
We have recently released both a debug and an alpha branch, but we ran in to some issues with Steam automatically merging the builds. This is really bad, as debug and public have 2 different engine versions. So we have disabled the debug branch for the time being.
As always, if you want the absolutely latest development news, follow me on Twitter here: Developer Twitter
Debug Branch Version 0.4.1
Hello everyone. We just updated PsyShift to now include a debug branch. The changes detailed here are NOT live in the default branch.
To those of you wishing to test this build, which includes the absolutely latest changes and fixes, simply right click PsyShift in Steam, go to properties, then go to Beta. Select "Debug" and allow the game to be patched.
Changelog
DEBUG BRANCH
Engine has been upgraded to 4.22 RC6.
Changed how achievements are handled. They should now proc properly. (Cleaned up the code a lot. Now passes the params properly)
Music volume is now set correctly across game launches (I programmed it out of order)
Motion blur and lens flaring should now actually set properly (I just programmed it badly)
Handbrake should now function independent of frame rate
Removed APEX blocks from Serenity. They just caused performance loss, and didn't even work right.
Temporarily disabled the best time metric as a bug is present that thrashed the storage.
Background noise is now checked for NULL before using. This should prevent dead noise from playing.
The main menu has had it's default color changed from orangish to a more tame purple.
Technical changes
All LowEntry related functions have been converted to native
Internal testing maps have been removed, such as AgsFas12A (A physics testing level. I literally head desk when I made it) and Physics_Test_Level
Merc (External name: Aoxide) has been completely removed.
MercV2 (External name: Aoxide) has been added, and testing can begin
CRT upgraded to latest
PhysX extensions have been overhauled to better address physics
Async physics substepping has been disabled for this build, to test certain mesh actions when struck.
Every texture and material has been recompiled.
Function_Save has been disconnected from Timer_Best_Time, as it was loading hundreds of times per second, instead of just once. A workaround is in the works.
Thank you to all of you who are enjoying PsyShift in it's current state. With the engine bug worked out, patches should start rolling in much faster to the Debug branch at least.
- Jake Jensen
Early Access Patch Notes (0.4.1-HOTFIX)
Hello everyone. Here's the latest change log.
UI Settings menu will now properly go away when resuming the game.
Links to our Twitters are now available in the main menu. Click the little Twitter icon.
Levels Aoxide has been removed from the level list. It caused too many problems and delayed the production of the next level by well over a month. It is actively being replaced though.
Developer notes Patches have been delayed for some time now. While dealing with Aoxide, we ran into more engine issues, and more bugs. We are addressing them as they come in, but as most of the bugs tie in to different levels, we were unable to send a patch out that people can actually play.
Patches will be coming as quickly as possible, and to stay up to date on the latest news, follow me personally at Developer Twitter.
This patch should be tiny, as we are just addressing the largest issue (The settings menu staying after resuming). The framework for large incoming update is already there, but none of it is active yet as we still have a lot of internal testing to do.
If anyone finds a bug, or has a suggestion, please comment in our forums on Steam, or post to me directly via that Twitter link.
Early Access Patch Notes (0.4.0)
Update 0.4.0
Hello everyone. Here's the latest patch notes.
Levels
Aoxide has received a performance upgrade again, increasing performance by ~3%
Aoxide terrain has been modified, as the previous terrain and the engine didn't get along.
Settings
Motion blur and lens flares are now considered overrides, and you can toggle them on and off at will regardless of graphics presets.
Controls
Handbraking is now enabled. Press B to slow down to a stop.
Screenshot mode is now enabled. Press NumPad + to pause the game, AND remove the UI, so screenshots can be taken without the UI being in your face.
Stability
Numerous engine optimization and code refinements have increased the stability of PsyShift. Should crash less often.
News PsyShift is prepared to leave early access as soon as Aoxide is finished, and the best score/ best time thing is fixed.
Just because we are leaving early access does not mean development will stop. We will continuously add new levels, hats, sounds, and more.
Thank you all for being with us for this. We couldn't have done it without you.
Early Access Patch Notes (0.3.5)
PsyShift version 0.3.5 changelog
Levels Serenity performance increased by 40%+
Serenity landscape optimized to further reduce performance cost
Aoxide performance increased by 15%
Playground finally has the large dome removed
User Interface Settings menu has been reworked. It is now much simpler.
Added resolution and window settings to settings menu
Added version information to the main menu
Sounds Optimized audio delivery to prevent chirping when framerate drops
Roller Improved movement detection to prevent accidental pops
Improved torsion algorithm to increase responsiveness when turning
Quality of Life Mouse is now released, and the game is paused when focus is lost (Alt tab and similar)
Dynamic resolution is now added to very low and low presets, in order to maintain framerate on even the lowest end hardware
Settings are now saved across launches. Finally.
Future Content Added framework for more achievements
Added 3 new hats internally. They are not exposed to the public yet though
Added Aoxide expansion internally. Not exposed to the public yet
That's about it for this patch. For everyone who is providing feedback and hardware reports, thank you. We read all feedback, and try to address them as soon as possible.
Size increased again. This is due to the raw amount of new assets we've added, and are planning to add into the game officially. Once PsyShift leaves early access, the size of the game will dramatically reduce as we will be removing all unused assets (Which already total around 3gb, but we may still need them to finish a few levels)
Items
Texture on the pickups has been changed
Steam
Achievements added- "The One" and "Thank You"
Camera
Lens flare intensity reduced to 0.1 (Down from 1.0)
Motion blur amount reduced to 0.1 (Down from 5.0)
Maximum motion blur reduced to 0.5 (Down from 10.0)
Levels Merc (External name Aoxide)
Player size reduced from 0.5 to 0.1 (To give a bigger scale to the level)
Player jump impulse reduced to 1200 (From 3000)
Player roll torque increased from 1000000 to 10000000 (The size makes the ball roll slower, so we had to increase it to keep the speed relative)
More environment added, such as trees, bushes, grass, and lakes
Drastically changed the lighting, shadows, and reflections.
Early Access Patch Notes (0.3.0)
Hello everyone. This patch is part of the mesh overhaul multipart update.
Achievements will begin rolling out as well.
Bug fixing
Fixed Twilight Path instantly ending the level.
Fixed Twilight Path player start being in the void
Fixed Twilight Path ambient sound being glitched
Mesh overhaul
All track pieces have been remastered to be curved, and all hard edges have been removed (See images)
Collision has been modified on many meshes to improve stability and offer greater hit detection.
Lightmap reflections on many meshes have been reworked, allowing greater lighting precision.
Steam Achievements
More achievements have been added and activated for testing
Follow our official Twitter for the latest news outside of these patch notes, as well as insight into our development processes.