Running on Magic cover
Running on Magic screenshot
PS4 XONE PS5 Series X Steam
Genre: Platform, Adventure, Indie

Running on Magic

Running on Magic patch 1.0.1

Hello there!

Little patch with several keyboard and leaderboard fixes. We have also added Turkish to the list of supported languages thanks to a kind member of the community.

A few more Endless Mode issues have been reported and we are working to fix them in the next patch.

Here's a change log with the details of the update.

Thank you kindly for your patience.


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## [1.0.1] - 2022-08-11

### Added
- Turkish translation from Enes Yarıkan.

### Fixed
- Fixed toggles not working on keyboard, which in turn fixes Fullscreen, Controller Vibration and Tutorial Skipping issues for keyboard players.
- Fixed audio settings not being applied from the main Settings menu.
- Reworked Leaderboards controls on keyboard.
- Fixed Leaderboards menu displaying the wrong page.
- Fixed Leaderboards menu crashes.
- Tweaked Chinese, Japanese and Korean fonts sizes.
- Typo in Japanese translation regarding Leaderboards.

### Known issues
- Sudden game freezes when playing Endless Mode.
- Stage popping too late on rare occasions when playing Endless Mode.
- Newly spawned enemies with stunned VFXs on them.
- Clipping through walls at high speeds on Endless Mode.
- Getting locked and sliding down through walls at high speeds on Endless Mode.

Thanks for playing Running on Magic! See you soon!

3 weeks after launch!

Hello Runners!

It's been three weeks and we're back from our vacations! Are you all having a good time with Running on Magic?



We want to thank all the love and all the support we are getting since the release of Running on Magic, it has been very well received and you love it!

Also, we would like to thank all the people who reported bugs and gave us feedback with their opinions about the game, it's very important for us and helps us to improve as a studio.

We are currently working on an update to fix a few issues related to level-generation and bringing some quality-of-life changes to improve the game.

We encourage you to keep letting us know your opinions about Running on Magic, both good and bad, so we can keep improving the game!

I hope you enjoy the game!

For anything you need, join our discord: Meteorbyte Discord Server



See you soon!


Running on Magic is finally here!

The day has come! Running on Magic is now available for you all!

We want to thank each one of you who wishlisted supported us during the development.

It's been a long road for the devs (Gusarapo Games) as this is their first game, but everything turned out great!

We're very happy with the reception it's getting and the love you're showing us on social media!

Here is the new teaser we have created for the launch day!



I hope you enjoy the game!

For anything you need, join our discord: https://discord.gg/895vmPBsKx



See you soon!

We have a release date!

We have a release date!

Running on Magic will be coming to Steam on July 15th!

Running on Magic, the very first game of Gusarapo Games and published by Meteorbyte Studios (Deck RX and Ignited Steel) will be launching on Steam on July 15th!

We are still working on the game, polishing some game mechanics so players can enjoy the adventure that awaits them!

We remind you that, if you can't wait, Running on Magic already has a free demo available on the store page.

Also, we would like to ask you that if you like Running on Magic and you haven't done it yet, please add Running on Magic to your wishlist as it is a small effort that helps us devs to reach a wider audience!

We are waiting for you on July 15th to enjoy Running on Magic!



See you!

Watch us play Running on Magic!

We will be showcasing the full version of the game, showing ALMOST all the levels and maybe we will play some endless mode!

We have a free demo!

We announced this game a couple of weeks ago and we’ve been working really hard to release the best demo we could imagine before official launch!

This free demo includes 2 GAME MODES.

The very first level of the main game, so you can see what we’ve prepared for you all and what kind of enemies you will find along your way.

You will also be able to check out the endless mode. Challenge yourself or your friends to get the highest score you can!

Please, don’t hesitate on sharing with us your highest score. I mean it. We need to know if the endless mode is hard for people that didn’t work on the game.

If you want to find more info about the game, visit the store page here.

We will be giving you more info about the Running on Magic development on future updates on this very same blog and on our discord! Feel free to join!

Hope you have a good time playing the game!



See you soon!


Dev-Log | The procedural levels of Running on Magic

Running on Magic is a procedurally generated runner-platformer coming this summer. We’ve been working non-stop since the COVID pandemic but today we’re taking a break to unveil its secrets to you.

A crash course into Running on Magic



Running on Magic is a game where the player controls a mage constantly running to avoid death. Literally. He is running from the Grim Reaper.

So, basically the game is a treadmill. The level, which is made of terrain, pickups, enemies and other hazards, is a big object which is constantly moving. And the player goes on top of it.

Also the camera follows along. Well… I lied. The camera always stands in place, that big object is the one moving past the camera. This is called a parallax scrolling camera. Scott Rogers defines it as follows:

As a parallax scrolling camera moves, the world moves with it. [...] There are two different ways you can treat parallax scrolling. First is plain ol’ scrolling. The camera is controlled by the player’ s movement —the player essentially stays in the center of the screen as the world moves past them just like in those old-fashioned western films. Giddyup. The second type of parallax scrolling is the forced scroll. The player is forced to “keep up” with a scrolling camera.



Background is also tricky. It is structured in different layers (the sky, the clouds, the floating islands...) which follow the treadmill’s movement each at a different speed. The closer the layer is, the faster it moves. So, as we walk, the islands and the clouds move faster than the sky which is behind them. Just like in real life. We are just faking the perspective.

The technical mumbo jumbo



Now we’re getting to the terrain itself. Since the levels are procedural, how does it get done?

The level is made up of slices of “content” which are continuously spawn on a frame by frame frame basis.



The smallest piece in a level is a tile of terrain. A slice is a series of tiles stack on top on each other up to a certain height. Then, enemies, platforms and the like are spawned above or right onto the terrain’s top.

It is a very straightforward process and does not look back. Once a slice is done, the algorithm moves to the next one and forgets about the ones that came before. There are several nuances more, like controlling that platforms fit into their respective position, randomizing pickups and placing background props, but they are far more boring (and sloppy) than this.



But you said it was procedural



I lied. Again.

The game is semi-procedural. All the little challenges that make a level fun have been designed by us using pen and paper! After all, design has to be intelligent, it cannot be done by machines.

Each challenge is what we call a level chunk. A chunk features a series of hazards, platforms and pickups that are positioned along a terrain of certain length and unevenness. Those data are designed on paper and fed into the editor.

In the final game, there are almost 500 chunks, which are selected and ordered randomly to form a level. But we cannot allow said levels to be fully random, since that would be unfair for our mage. The player could encounter a very difficult challenge too early or run into an enemy he/she/they has never seen before too late into the level.

So, what solution did we find? Each chunk is assigned a category (like tricky jumps, explosive enemies, ...) and a difficulty. Using these tags, we order the chunks into a pool from which we randomly take the most adequate chunk according to what challenges the player has already faced. This way the challenge ramps up organically.

There you are. Now you know all of Running on Magic programming secrets.

We are finally here and we are showing our first trailer!

Meteorbyte Publishing++ (or P++, for short) is our improved publishing model for small and talented indie dev teams trying to get their projects out there.

In a nutshell: aside from your “standard publisher” stuff, we provide our devs with a ton of additional support and services, as well as tutoring and a package of easy-to-use development tools, ensuring that your game gets completed and launched successfully.



Today we are announcing Running on Magic a small 2D runner platformer where you continuously flee from a humorous grim reaper. Take a look at the trailer here!

The game tells a short story in a cute pixel art world with catchy music to follow along. 5 themed worlds where you can jump float and stomp to surpass every obstacle and enemy.

Running on Magic will have 4 different difficulties and an endless mode where speed will be constantly increasing. Adaptable and accessible to every type of player.

We will be giving more info about the development on our socials like Twitter and Tik Tok and on our discord server! Join and follow to stay updated!

The Steam page is already live and we are working on the rest of the platforms. Don’t forget to wishlist the game if you like it! It really means a lot to us!



Thank you for reading and see you soon!