* Fixed issue where mounts were having a hard time squeezing into platforms * Fixed player's color when leaving an underwater door * Fixed issue where spiders that spawned from a pot were hanging from nearby roofs * Fixed issue where falling platforms were being triggered by the wrong things (such as blood) * Small tweak to the Ice Caves' yeti caves entrance layout * Added missing tunnel transition decoration towards a shiny treasure world * Removed incorrect facing laser trap from a certain palace's treasure room * Fixed artifact on Pilot's character * Fixed initialization error with some old graphics cards
Patch notes: 1.20.1d
Patch notes 1.20.1d:
Fixed issue where mounts were having a hard time squeezing into platforms
Fixed player's color when leaving an underwater door
Fixed issue where spiders that spawned from a pot were hanging from nearby roofs
Fixed issue where falling platforms were being triggered by the wrong things (such as blood)
Small tweak to the Ice Caves' yeti caves entrance layout
Added missing tunnel transition decoration towards a shiny treasure world
Removed incorrect facing laser trap from a certain palace's treasure room
Fixed artifact on Pilot's character
Fixed initialization error with some old graphics cards
Patch notes 1.20.1c:
Fixed an issue which would cause the daily challenge to restart shortly in some setups
Fixed issue where players were sometimes being unjustly crushed just by having platforms nearby
Players can now let go of a rope while attacking
Fixed whip issue when jumping and attacking on a 1 tile high corridor
Fixed issue where being damaged while holding the jump button could later trigger a jump if button isn't let go
Fixed issue where dying after a long fall while wearing the ankh would make the player do a small jump after being revived
Players now recover control slightly sooner after leaving pipes
Slightly reduced the time before a player can grab a rope
Fixed issue to prevent players from being dropped from a rope when attacking right after throwing something
Fixed issue where the throwing animation made players unable to move through platforms while climbing ladders down
Fixed issue where players with the climbing gloves could accidentally grab falling platforms far away from their physical collider
Fixed issue where standing on a falling platform while hovering with a hoverpack prevented the platform from falling
Fixed issue where players could sometimes miss a stomp right after leaving a pipe
Tweaked stomp margin so it should hopefully feel safer to use
Tweaked lavamander's hitbox
Slightly tweaked bats' and vampires' flying hitbox shape
Tweaked grub's hitbox to better match their sprites
Widened floating orb's hitbox just slightly so it can be hit by the whip right from below
Hermit crabs starting to climb will now smoothly switch hitboxes so they don't make players miss stomps
Fixed issue where creatures could sometimes move while outside of the level bounds
Broken arrows will hopefully no longer be the bane of your existence (tweaked depth)
Fixed issue when necromancers revived a creature that had just been tossed by the Pitcher's Mitt
Fixed issue when necromancers revived a pet while another creature was holding it
Opening crates by using up+attack now tosses the contents forwards so they can more easily be skipped
Fixed issue where items stuck to honey could sometimes slowly fall down
Fixed issue where chained blocks could still be pushed
Setting an on sale equippable on fire now correctly angers its vendor
Fixed issue where certain events that didn't trigger a defensive response from vendors could eventually kill them without ever dropping their weapon
A player that's hanging from the base of a giant clam will no longer be crushed when it closes
Fixed issue where players wearing Vlad's Cape got stunned when jumping away from other players' hands
Certain closed back layer rooms will no longer have blocked paths generated towards them
Floors now also trigger falling platforms
Lava will now cook dead turkeys as well
Fixed issue where bear traps weren't triggering when put over certain floors (such as the sliding walls)
Fixed issue where cavemen could sometimes harmlessly pick an armed bear trap up
Fixed issue where tossing a creature against upside-down spikes with the pitcher's mitt prevented the corpse from falling back down
Octopus will now only inflict vertical toss and stun damage when actually damaging from above
Fixed issue where certain wall torches could keep on igniting on a loop after being put off
Fixed issue when a player wearing the pitcher's mitt tried to toss the light arrow while riding a mount
Fixed issue where a falling platform could get dragged down by a pushblock and not explode on contact with the floor
Fixed issue where fire frogs triggered by players left Waddler in a bugged angered state
Teleporting inside the back layer room of the vault now always correctly angers shopkeepers
Pushing the imp's lava pot with a shield or by any other means now forces it to drop
Firebugs can now be correctly pushed away from chains
Fixed issue where helmet Olmites could sometimes still be stomped
Fixed issue where stealing from a shop made backpacks have extra invencibility frames that other items (such as bomb bags) didn't
Fixed issue where an in-flight sorceress' dagger could still spawn an enemy after the Sun Challenge completes
Fire frogs no longer explode when shattered after being frozen
Red skeletons are now also considered undead and can therefore be killed by the camera flash
Being killed by a red skeleton now uses the same death message as the regular one
Fixed issue where mosquitoes could sometimes get stuck infinitely on the corner of a tile
Fixed frog trap generation so they don't create paths that require resources
Fixed crash when dice were brought into a portal
Fixed issue when a monster wakes up while on hands of a player that's riding a mount
Shields no longer protect from witch doctors' voodoo attack (also fixes a related teleporting issue)
Prevented certain floor tiles from spawning right above platforms
Fixed Au's robe flipping during his walking forward animation (and his head moving one pixel to the side)
Fixed Van Horsing's hat poking out of the frame on one frame of his throwing animation
Fixed several blocked paths (many related to coffin rooms)
Fixed issue where blowing up a pipe while inside left your equipped item looking smaller
Deployed parachutes can no longer be cloned
Blowing up a certain altar after a specific sacrifice will no longer halt the transition to a certain world
Fixed issue where paused time wasn't being added on certain scenarios
Renderer tweak, might make the game run smoother on certain scenarios (updated Windows 10 swap flip mode)
Fixed broken tree texture artifact
Fixed issue where the HUD wasn't hiding after taking off with the ship
Slight tweak that will hopefully make the renderer pick the correct screen frequency
Made available a structure to make developing autosplitters less annoying
Fixed issue where particles were suddenly disappearing
Fixed a memory leak related to liquids
Updated credits title
Online Beta Changes:
Certain item outputs (such as when opening a pot) will now be decided at generation, making the experience more stable across runs and during online rollbacks
Fixed an issue which would allow players to wrongly unlock achievements and journal entries during prediction phase of rollback
Dying in an online run now keeps the camera in place for a couple of seconds so players can get feedback of what killed them
Fixed issue where players could be given the wrong amount of bombs/ropes after a player had disconnected from an online run
Fixed issue where online players disconnecting after their coffin had been created could lead to uncontrolled situations
Player coffins will now generate in levels 10, 50, and 90 of a certain world
Fixed issue where a player disconnecting in certain situations could crash remote games
Added support for Recent Players of players joining by invite code or steam invite
Players that disconnect while wearing the Ankh will now drop it first
Disabled joining to the room you're already in via room code
Cloned player coffins will now become hired hand coffins
Fixed camera glitch when reviving during an online run
Spelunky 2 - Break the Record: LIVE
ːspel2caverː Warning: some minor spoilers in the category names below! ːspel2cavelː
The Spelunky 2 Break the Record: LIVE speedrunning event is going on right now! The first day has already seen a World Record broken live by d_tea in the All Shortcuts + Tiamat category. But the competition is still very heated in its final hours, with the other runners putting up incredible times in this high-risk, high-reward speedrun.
On Saturday and Sunday, the category switches over to Cosmic Ocean, a grueling endurance run to make it past the deepest parts of the game. Who will finish the first run? And who will take the top prize after two days?!
Each day starts at 1pm CET/7am EST and ends 12 hours later.
Many thanks to the European Speedrunner Assembly (ESA) for putting on the event! Watch it on their Twitch channel right here:
https://www.twitch.tv/esamarathon
For more information about the event and the runners, go here.
If you can't play online ensure you've downloaded the latest update (1.20.0j)
General changes and fixes:
Prevented char selection scene from processing players' input when the disconnected controller popup is on the screen.
Pitcher's mitt effect will now be removed for invincible entities on being tossed or damaged
Fixed capes' state when the player gets stunned, frozen, bubbled, killed, or lost control
Fixed assassin Jiang-shi's rotation on being frozen while turning upside down
Prevented closed doors' prompts from appearing when a Hired Hand is carrying a key
Prevented normal boss from falling a bit every time she gets frozen
Fixed chain visibility when a non-punished player grabs the ball
Fix daily score submissions in normal and hard endings
Added intermediate level to bright flashes
Fixed cloned bows' ammo state
Chests can now be crushed
Online beta changes:
Fix ending showing wrong amount of players
Fix disconnections when changing levels
Fix multiple background music issues
Fix disconnections when alt-tabbing
Fix ending journal journal lock
Fix special ending title lock
Added room code system, room codes are automatically copied / read from the clipboard
Happy holidays, have fun and stay safe.
Patch Notes: 1.19.8c
1.19.7a (W64) → 1.19.8c (W64):
Fixed crash on carrying a gold monkey through any portal
Fixed crash when a challenge appeared on the same level as a two-floored store (yesterday's daily challenge crash in Volcana)
The merchant will now enrage if a player wearing the true crown teleports into her shop
Slightly reduced the stun time of the falling platform
Fixed bow-like weapons' ammo on being cloned
Fixed torch flames state on being cloned
Fixed dice number on being cloned
Prevented eggsac from being cloned
Entrance lasers of the Sun Challenge will now re-enable if the player doesn't survive
Added a new option to disable bright flashes
Added back cross-play view in leaderboards
Fixed blocked paths related to player coffins in Volcana
Fixed shopkeeper Earl's name
Online beta changes:
Display choice of server information
Fixed crash when a secondary player carried a gold monkey through the ending (in both local coop and online coop)
Deployed more servers (available in 27 worldwide locations mainly in North America / Europe / Oceania but also including Tokyo, Seoul, São Paulo and Eastern Russia)
Fixed an issue that caused players to join a room multiple times (ephemerally)
Allowed controller auto-assignment using any button in the menus, which fixes the controller not being detected in the lobby scene
Fixed pause menu in the online mode after opening it and closing it with the Resume option
Fixed input mapping to the wrong player for online players nº2, 3 & 4
Fixed case where a player could control a character and a ghost at the same time after reviving from a coffin
Note: 1.19.8c is required to start new online games. Regarding invites, we're reaching out to the platform holder to see what information they can provide about the issue on their end. We've also reached Valve to ask for information regarding how to integrate our infrastructure with the recent player feature without depending on Steam matchmaking / lobbies.
The Online Multiplayer Public Beta is Here!
Whew! This morning we quietly released a giant update to Spelunky 2 on Steam that included online multiplayer and we were hit with some good news and some bad news! The good news is that matchmaking works as intended and it seems like the improvements BlitWorks has made over the past month have mostly paid off - players are having a great time teaming up with random players and going on adventures together.
The bad news was that invites seemed to be broken for quite a few players, forcing them to try and find friends through matchmaking! This did not come up at all during the closed beta, and we suspected that the addition of multiple servers in preparation for the (much larger, more global) public beta might be related to the issue. Reproducing these kinds of bugs can be tricky, but thankfully we were able to find a case of the bug to test and then put out a patch that seems to have fixed it for a lot of affected players!
What's next? Work will continue for the rest of the year and into next year to fix bugs with online multiplayer, as well as solve some of the unique design problems that have come up (hence, why we're calling this a "public beta" even though it's possible to play through the entire game online). As always, it's your support and your feedback that makes this possible at all. With that in mind, here are some of our other thoughts and plans surrounding online that may answer some of your questions about the future:
Cross-play with PS4 and other QoL improvements will be added in the first half of 2021.
This month's planned update for online multiplayer on PS4 is still being worked on.
Online Arena Mode will be worked on after cross-play is added and all the basic features of online multiplayer are extremely solid.
An alternative way to invite friends will be added in the future so that you can invite through Twitch, Reddit, Twitter, etc.
During the beta, some or all of the servers may suddenly go down for improvements.
We currently have a decent fleet, with servers located at Madrid (Spain), Beauharnois (Canada), Warsaw (Poland), Gravelines (France), Sydney (Australia), London (United Kingdom), Strasbourg (France), Frankfurt (Germany), Singapore (Singapore), Moscow (Russia), New York City (United States), Miami (United States) and Santa Clara (United States). We will more than double the fleet by adding servers in other locations everywhere (but mostly in Asia, South America, and the US West Coast).
Other multiplayer options more fit for LAN parties and offline situations will be evaluated later next year.
If you still have questions about online multiplayer or feedback about your experiences, we'll be monitoring the Steam forums and our official Spelunky 2 Discord as usual! Thank you!
1. First of all, you need to be in the game, in the online lobby. You can go there by selecting "Online" from the Main Menu. Make sure you're on at least version 1.19.7a, which has the invite fix. You can see the version number in the upper-right corner of the title screen.
2. From there, you can invite through Steam or Discord.
3. Inviting from Steam: From the lobby, press the key (displayed on the screen) to initiate an invite. That should open up the Steam Overlay and your friends list. Right-click a friend on your friends list and "Invite to Play".
If you do not see the "Invite to Play" option, try right-clicking on your friend from the FRIENDS menu on the left side of the Overlay instead (above SCREENSHOTS). Select "Invite to Game" from there.
If you do not see the FRIENDS menu on the left side of the Overlay (above SCREENSHOTS), exit and launch again steam.
4. Inviting from Discord: From the lobby, tab out to Discord and DM a friend or find the matchmaking channel in our official Spelunky 2 Discord. Next to the message prompt, you should see a "+". Underneath that, it should say "Spelunky 2 supports game invites". Click the "+" to send an invite.
Note that in order for Discord invites to work, your Game Activity needs to be visible. You can set this by going to "User Settings" (the cog to the right of your name), then "Game Activity".
Patch Notes (1.19.6a, 1.19.7a)
Added online (public beta)
Fixed case where Olmec could get stuck to a wall in his second phase
Fixed glitch when Olmec's UFOs try to spawn inside walls
Fixed issue where mounted players could still toss bombs and ropes while inside pipes
Falling platforms should now be a lot less likely to crush items when falling
Prevented vendors from enraging on breaking a shop tile if they are already dead
Prevented merchant from angering when she is dead and the player sneaks into a challenge
Fixed case where vendors were not enraging on being killed while frozen
Prevented vendors and NPCs from widening without limits on receiving damage continuously
Prevented vendors from blaming players when they die due to spikes, lava, or thorn vines
Increased sword-like weapons' shape
The second jump of Axolotl can now be shortened if the player releases the jump button
Player will now correctly stomp while hanging from a falling platform or any other floor
Fixed another case where the player was receiving falling damage after being slowed down by the water
Fixed case where a player was receiving falling damage after riding a mount
Fixed case where a revived player that died while being cursed was being revived with one HP
Fixed mole state on being flashed when is about to dig
Prevented revived sorceress from immediately attacking after reviving if she had died on attack mode
Fixed gravity for pitcher's mitt thrown entities on whipping them
Parachute will now disable if the player goes underwater or enters into quicksand
Fixed door transition when a non-cursed player is crossing a ghist's door and the cursed player dies
Fixed money recount when a Hired Hand deposits the idol on a door
Fixed grub state on being blown up by a player ghost
Fixed axolotl buoyancy when it is stunned, killed, or frozen
Fixed crash when a secondary player carried a gold monkey through the ending
Fixed issue where large spear traps could spawn immediately to the left of arrow traps, rendering the last one almost useless
Prevented unlockable characters from unlocking in the journal when the player is killed by a mate on an online game
Tikimen can now pick up torches
Fixed player state on being stunned by a sticky trap while riding a mount
Prevented buyer player from auto picking up a bought power up when they already have it (in multiplayer)
Added special message from certain King to certain playable character
Added special message from certain thief to certain playable character
Added "Cheater" message on rolling the same die twice
Prevented ankh from triggering during the tunnel
Added some items in the settings menu to preview the brightness setting
Fixed sliding wall ceiling rubble in certain world
Added custom rubble to Tide Pool spikes
Fixed Imp's pot-holding animation
Fixed numerous little artifacts, glitches, mispositioned sprites, etc., in the textures
Added further decoration to jade ushabti to differentiate it from gold ushabti
Darkened shop price background
Fixed more blocked paths
:goldidol::spelunky:
Online Multiplayer Release Plans!
Hey, everyone! I'll get RIGHT to the point. Our plan is to release online multiplayer to everyone on Steam on December 14th as an "open beta". You'll have immediate access, but we're calling this a beta because our work will continue and we imagine some issues will crop up once everyone starts playing. But our closed beta is going well and players are having a great time with it, making it into the deepest parts of the game smoothly with four players!
If you're curious, here's a video by Xanagear from his awesome "Spelunky 2 and Friends" series, which shows off what the closed beta has been like! Spoilers, obviously!
[previewyoutube="scHMvrrGAw8;full"]
Cross-Play? Other Features? The Future?
Our main goal is to make sure that online multiplayer is working well on Steam and PS4 before we work on cross-play. We're aiming to release our big update for PS4 by December 21st, so cross-play will probably not be available this year. We're seeing some notable improvements to PS4's online, particularly in the worst cases, but we're trying to be cautious and continue testing and looking for bugs. Don't let the "2d" label fool you: Spelunky 2 is actually a very performance-intensive game, with a lot happening all at once, on levels that can be much larger than Spelunky 1's. Imagine checking on collisions, destructible terrain, and liquid physics every frame (on two layers!). That's the main issue we've been dealing with.
After cross-play, we'll look into expanding online multiplayer in various ways, like bringing it to Arena Mode. As always, we'd love to hear what you're excited about, but keep in mind that we're approaching this expansion step-by-step.
Thank You, Spelunky Community!
Thanks for your patience and support as we work on online multiplayer! Co-op has always been a special and unique way of playing Spelunky that brings people of all ages and skill levels together. Even though it's the same adventure, the addition of other players brings the mechanics and level design of the game into a whole new light. It was definitely a disappointment for us that we couldn't let you play with each other online when the game released, especially during this frustrating time where we have to be apart! But we felt it was the right thing to do, to make sure we could bring you the best experience possible in the long run.
So keep an eye out for the public beta of online multiplayer on Steam! Once again, the planned release date is December 14th!
Happy Spelunky-ing! ːgoldidolː
Patch Notes: 1.19.0a
The second jump of mounts can now be shortened if the player releases the jump button
Fixed stomp's jumping speed after Vlad's cape double jump
Fixed issue where hanging on a ledge would prevent the player from correctly stomping on an enemy that was nearby
Previous grace period that prevented players from collecting gold right after using a door now only applies while on the door tile. This prevents regular-run players from constantly missing gold while giving nogold-run players still the chance to dodge it
Wooden shields no longer push stuff inside walls and will now correctly break when trying to crush things other than critters, small gold nuggets, pots, skulls, mosquitoes and leaf-like entities
Hard boss' portal bounds will now increase progressively along with the visuals
Slightly increased portal visuals' size to better match its physical range
Fixed issue where Olmec was sometimes breaking floor tiles that it was only barely scratching
Fixed previous physics fix oversight (should now make incorrect crush hopefully less common)
Quicksand will now cancel the pitcher's mitt effect on thrown entities
Fixed paste bomb's gravity when it has been thrown by the pitcher's mitt and the attached-to entity disappears
Camera can no longer flash entities that are inside pipes
Pushing the bear trap's gold nugget away (by using a shield, pushblock, etc.) now correctly detaches it from the trap
Prevented players from grabbing Excalibur from other players' hands
Reduced invulnerability frames for monsters after being damaged by firebug's fire
Fixed more cases where the player was being unfairly blamed by a shopkeeper
Player-activated robots will now enrage vendors if they explode inside a shop
Vendors will now anger if you whip out of the shop bomb bags and bomb boxes
Fixed certain crown teleport when the player is on a pipe
Prevented robots from being poisoned or cursed
Lava will now destroy floating orbs
Prevented Hoverpack from being activated when it is not equipped
Fixed hermit crab's shape on being stunned or dead while hiding or emerging (fixes issue where crab became undamageable)
Prevented players from receiving fall damage after being slowed down by the water
Fixed velocity reset of equippables on desale
Dice shops will no longer reward previously rewarded items
Prevented golden keys from spawning inside shops
Fixed issue where using a certain ship could sometimes make players pick treasure up accidentally
Prevented clone gun shot from cloning leaf-like entities
Idols can now be deposited in some special world's doors
Loading the light arrow on a bow will now unlock the arrow's journal entrance
Hired Hands will now detect nearby paste bombs
Fixed Hired Hands' door usage when there was a rope in front of the door
Prevented Hired Hands from fighting crabmen
Prevented Hired Hands from performing ledge-flips if they have any held item
Hired Hands will now try to wait outside shops
Prevented Arena AI from considering some useless pickups
Prevented Arena's AI from getting stuck on picking up continuously any two different equippables
Prevented AI from trying to pick up an already equipped backpack
Brightness now only affects ingame, fixing the issue where certain UI elements were unreadable on extreme brightness values (currently shows no change on the settings menu)
Fixed lamp fire state on carrying it to the next level
Added proper rubble to the different coffin styles when they break or open
Added special player coop coffin's style to a certain theme
Fixed ice caves player coop coffin using the wrong sprite
Fixed issue where coop coffins could sometimes not appear in certain levels
Fixed level generation issue that could sometimes block a forcefield tile
Fixed sleep bubble's depth
Fixed issue where some things could still interact while the game was paused
Fixed Waddler's enragement message
Fixed bomb soot culling issue
Fixed issue where dead wet monsters would never seem to dry
Fixed weird shadow on attacking while sitting on a base camp's chair
Fixed issue where the arena music was stopping and restarting when going to Options
Angered vendor music will no longer stop when opening the options menu
Profile "last game played" stickers are now correctly filled when beating the game
Fixed some blocked paths
Removed artifacts from various images
Fixed Spanish text typo
Vote for Spelunky 2 in the Steam Awards!
Hey, Spelunky 2 fans! Just reminding you that Steam Award voting is still going on until December 1st! If you've enjoyed the game so far and feel like it's deserving of an award, then you can throw a vote at us from the link above or on the game's store page.
Keep in mind that there are a lot of award categories, not just GOTY, and you can only nominate Spelunky 2 for one category! Take a look and see if there's an award that fits the bill for you. There are some fun ones, like "Most Innovative Gameplay" (in our opinion, there still aren't any roguelikes quite like Spelunky!) and "Best Game You Suck At" (lol).
Either way, we're grateful you've chosen to spend all this time with our game and we'll keep the updates rolling! Please stay tuned, please stay safe, and Happy Spelunky-ing!