The Stacksquatch Soundtrack is now available with a release sale. Complete your collection by getting both!
[previewyoutube="s5C7MafRzvk;full"]
There's a track for every season: Summer, Fall, Winter, and Hub. It's cozy like fresh cut grass, a pile of leaves, hot chocolate, or warm Hub rain. Straight from the game, perfect for looping all day long while you stack.
Sit back and stack đ¶
After 6 years of part time work as a solo indie developer, Stacksquatch is out. There are a lot of changes since the last Early Access update so now is the time to revisit it if you haven't yet.
If you're still on the fence, check out capt beard's jams in this new trailer:
[previewyoutube="s5C7MafRzvk;full"]
That's 4 amazing tracks commissioned just for Stacksquatch! The soundtrack will also be available for download in the near future.
Also, if you give the game a try then please consider leaving a review. It means so much to a small project like this.
v0.5.2
This is getting close to a v1 release, I think. In fact, did you know that internally this is Release Candidate 3? Will the third time be a charm?
We have long-awaited big changes:
Greatly improved performance, doubling frames in some cases
Completely new visuals for grass
We have unsolicited experience changes:
Level objectives show up on the game menu as a reminder
You can control Music and Sound Effect volume separately
You can interact with game menus using the trigger buttons
Added a red glow to help make smaller unstable objects more visible
We even have boring but important changes:
Level scoring works a bit different now
Game menus show up better on dark levels
Various bug fixes donât even worry about it
Script tweaks worry about it even less
Updates donât get much better than that!
v0.4.0
This is the end of the game as we know it and I feel fine (because I finished all the ending scenes and tightened up the plot leading up to it).
Story time:
All the scenes/levels are finally done with cool new stuff at the end
The script has been adjusted somewhat to be more coherent
Data Donuts have been replaced by mysterious Mystic Monuments
Just normal collectible stuff nothing weird here
stable af:
Fixed various music and SFX bugs
Fixed issues with save data resets
Fixed issues with tutorial save data
v0.3.0
This was going to be a small update but then there was just too much goodness for a minor version bump to contain.
Fancy graphics updates:
Temporal anti-aliasing to improve text readability and sound cool!
New menu settings for supersampling and anti-aliasing
Fixed cosmetic transforms so you can wear your cat charm with pride
Better player experience:
Much more difficult to accidentally close the game while the menu opens
Fixed a lot of small things that enhance the player experience
v0.2.1
You want bug fixes and optimizations? Then I have some great news for you! The most significant bugs youâve ever seen fixed, big bugs laid low. The most optimized frames youâll never see, big savings directly for you!
20-30% rendering time savings
Fixing various objects and colliders or all shapes and sizes
You can no longer accidentally skip the tutorial by closing the game (sorry speedrunners)
Not enough? Looking for a little something extra? Well youâre really twist my arm but just for you Iâll throw in these deals for free. Just donât tell my manager or Iâll be in real trouble ha ha
Recentring the seated view now resets the playerâs rotation
Cleaning up a couple conversations
Tweaks to .~numbers~.
Cleaning up .~code~.
v0.2.0
It's here! After sitting in my back pocket for 2 years or so, I've finally found the time and place for these extra modes. If you need an extra challenge or just want to play around, try these out from the Gameplay Options (formerly Accessibility Options).
Endless Mode will disable a level's win condition. This lets you stack far beyond the usual heights and build some weird stuff. It's kind of like a creative mode so have fun with it!
Time Challenge will add time limits to each level. This was actually how the game was designed very early on but removed because it ran counter to the relaxing feel of the game.
Untethered Challenge removes the object locking when you grow larger. Balancing the entire stack might require starting over or planning a wider base. The risk is worth the reward though because you can smash the whole stack at any point and watch it go flying!
You can also mix and match them. Is the game too easy? Activate Time and Untethered! Is stack tethering getting in the way of your creative vision? Activate Endless and Untethered. The possibilities are inumerable.
...Eight. There are eight possibilities.
There are also a few important improvements otherwise:
The grabber line should no longer vanish inappropriately and break the game
Stackable reaper has been reaped (slight performance improvement and more usable objects)
Version number visible in-game
v0.1.1
I finally tried out 144Hz mode on the Index. It is wonderful but also seemed to break the physics-based whiteboard flip in the lab. I didn't know that framerate changes affecting gameplay were still a thing. Thanks, Unity physics. Anyway, it's no longer based on physics now so it shouldn't be an issue when the Index 3 comes out with 1080Hz refresh.