Thanks everyone for waiting so patiently for us to get a break in our studies to patch Split. We have collected all of your feedback and now that we have had a chance we have a fairly big update. Thank you to all our players for your feedback on Split and your amazing support of our game and our team.
Level Fixes
Made the permanent button at the start of Stormberg a standard button.
Made Stormberg a bit easier, removed the buttons on the last floor.
Hopefully a better fit for players and the game's difficulty curve.
Made the permanent button at the start of Enchanted Forest a standard button.
Scaled up entire Enchanted Forest level.
Removed falling cube that blocks button from Enchanted forest.
Fixed leaves texture in the level select for layer down.
Welcome To Split button moved over. Also made scroll colour more obvious so it's easier for people to learn how to zoom in the camera.
Edited the lava in Cauldron.
Fixed the cactus in wild rooftops players cannot accidentally bump into it now.
Made cube emissive more glowy, hopefully they will be easier to see now.
Removed one of the buttons at the bottom of Ziggurat.
Made the bridge in Jungle Crisis faster
Linked the third bridge in Cauldron
Changed the material for falling cubes in Stairy Chess.
Programming Fixes
Game now automatically ends when there are no cubes left.
Players can now see a golden cube underneath the 100% levels.
Pressing escape twice no longer makes the game quit out.
Made the menu for the graphics settings better match the interfaces aesthetic.
“Next level” option has been made more obvious when it is available.
The escape button goes back to level selection instead of the main menu.
The animation for the Splitting S only plays when you open the game for the first time.
Game no longer opens up into windowed mode even though “windowed” isn’t checked.
Instruction page now reflects that Players can zoom.
Known issues
Strange behaviour when cubes are moving in close proximity to each other. Causes cubes to sometimes fly off ledges or platforms. This is an issue with regards the pathfinding system within Unreal Engine 4 and something we are working hard on finding a solution to.
High Graphics requirements. This is an issue that stems from using software such as Unreal Engine 4. UE4 performs very complicated lighting calculations in order to achieve such high quality visuals, however we are trying our hardest to optimize various elements in order to provide a much smoother gameplay experience to all players. In the meantime, try lowering the graphics settings within the game’s options menu.
Development Update
We have had a really exciting release onto Steam Early Access in March, with the game receiving positive reviews on Steam.
We wanted to thank everyone who has taken the time to make a YouTube video, stream, share, write or post about Split. We thoroughly appreciate all of the feedback everyone has given to us and we have documented this and taken it all on board to make sure we make Split better.
The team is thrilled that we have received such a positive reception, but we also know that we still have some work ahead of us. We started our final year of university as we released Split and have not yet been able to work on fixes as much as we would have liked. We hope that our players understand just how busy we are and we apologise if we have been slow to respond. We will be bring you an update very soon :)
As we move out of MDS Studios, we look forward to finishing our Level Editor, with Steam Workshop and social media integration this year. However, we do have some exciting projects that we are working on at university and we would love to hear your feedback, especially on our prototypes since this is the next game we will be developing for our studies:
blog.itsfine.ga
With Thanks
-The Itsfine Team
Development Update
We have had a really exciting release onto Steam Early Access in March, with the game receiving positive reviews on Steam.
We wanted to thank everyone who has taken the time to make a YouTube video, stream, share, write or post about Split. We thoroughly appreciate all of the feedback everyone has given to us and we have documented this and taken it all on board to make sure we make Split better.
The team is thrilled that we have received such a positive reception, but we also know that we still have some work ahead of us. We started our final year of university as we released Split and have not yet been able to work on fixes as much as we would have liked. We hope that our players understand just how busy we are and we apologise if we have been slow to respond. We will be bring you an update very soon :)
As we move out of MDS Studios, we look forward to finishing our Level Editor, with Steam Workshop and social media integration this year. However, we do have some exciting projects that we are working on at university and we would love to hear your feedback, especially on our prototypes since this is the next game we will be developing for our studies:
blog.itsfine.ga
With Thanks
-The Itsfine Team
Development Update
We have had a really exciting release onto Steam Early Access in March, with the game receiving positive reviews on Steam.
We wanted to thank everyone who has taken the time to make a YouTube video, stream, share, write or post about Split. We thoroughly appreciate all of the feedback everyone has given to us and we have documented this and taken it all on board to make sure we make Split better.
The team is thrilled that we have received such a positive reception, but we also know that we still have some work ahead of us. We started our final year of university as we released Split and have not yet been able to work on fixes as much as we would have liked. We hope that our players understand just how busy we are and we apologise if we have been slow to respond. We will be bring you an update very soon :)
As we move out of MDS Studios, we look forward to finishing our Level Editor, with Steam Workshop and social media integration this year. However, we do have some exciting projects that we are working on at university and we would love to hear your feedback, especially on our prototypes since this is the next game we will be developing for our studies:
blog.itsfine.ga
With Thanks
-The Itsfine Team
Patch Notes: 28th February 2016
Some minor changes have been made to the game based on the various user feedback we have received.
Changed mesh for Permanent Buttons
Is now easily identifiable from a Standard Button
Camera Zoom
We now have an instruction in the first level which will hopefully better teach players how to make use of the camera zoom.
<*> E to Select all
<*> Another first level instruction which shows how to select all the cubes in a scene, hopefully this will prevent players from losing them in the scene.
Unique sound effect added for various elements, such as Permanent Buttons, Falling Cubes and when your cubes die!
Rotating Platforms now play a standard sound when rotating
Buttons associated to Rotating Platforms now play their respective sounds
French Localisation has been added to the main game build
To access, go to Split's properties in Steam, and under the Language tab choose French.
Thank you for the huge amount of support that we have received of late. It is so exciting to hear your guys thoughts on a student-made game. We look forward to more feedback upon release!
Join our Thunderclap
We have started Thunderclap for the release of Split
If you would like to support us by posting on Facebook, or on Twitter, please sign up here:
http://thndr.me/sskdWP
For those that don't know, a Thunderclap is an opt-in website that posts a pre-defined post on either your Facebook, Twitter or Tumblr in order to get as wide a spread of your message as possible.
Please consider signing up. The gamedev community here in NZ has been so supportive of us, and this one of the last steps for us to getting Split out there!
And a big thank you again to everyone who has helped our small team get here. You are all amazing!