Okay, onto the update. We've been heads-down since January working on some features and fixes for the game. Enjoy!
Patch notes
Added Arabic localization
Added X-axis inversion in Options
Workshop: Allow infinite subscribed and private items (previously capped)
Workshop: Changed door functionality to open only when all tagged buttons are pressed (levels already created before this update will still act the original way)
Workshop: Added more button/door tags options
Workshop: Added more warnings on object import
Bugs Fixed
Fixed bug where players cam fall out of portals on low spec machines
Fixed Apple M1-specific graphical bug
Fixed some UI elements getting cut off on wide aspect ratios
Fixed Workshop bugs relating to long loading of levels
Fixed specific bug at the end of the portal in Cubism causing players to get launched into the air
Fixed missing translations
Fixed Options menu navigation not working correctly in Challenge Mode
Fixed Options UI sort-ordering causing it to be blocked by other HUDs
Level Editor: Major Update and End-of-year notes
Thanks, everyone, for all of your support since we launched last month. As some of you may know from the end-of-game credits, we are a very small team. We have been working non-stop on updates and new features this year, and so we will be taking the rest of the year off after today’s update.
First, some great and reassuring news for our community with this update is that it is entirely non-destructive. All currently-submitted Workshop levels should be unaffected by the update. To take advantage of changes to items in your already-created levels, however, you will need to manually swap them out, and replace them with the new items.
So, what's new? We have prepared a short video to show what’s been added to the Level Editor, including the new magnetic-snap and HUD:
[previewyoutube="R_Vk0jcZN-I;full"]
Below are the full patch notes for the Level Editor, and our final update of 2020:
Updates and Fixes
General
Localization and font fixes as well as some new lines
Collider fixes for areas in Optical, Labyrinth, and Whitespace
Challenge Mode achievement will be granted if you have completed all challenges, no longer requiring re-completion of a challenge
Linux-only
Crash fixes
Mouse cursor fixes
Level Editor
New feature: HUD. Level Editor now has a HUD on screen to aid in level creation
New feature: Magnetic Snapping. Items can be more easily ‘glued’ together while building out levels. This should significantly speed up level creation
New items added: stairs, exit signs, apples, doors, moon, etc. Added a ceiling item for hallways/rooms
Adjusted level geometry prefabs so that they line up correctly, including the trim. Note: All existing levels use the original prefabs. Feel free to update them if you wish.
Fly mode boundaries fixed. Hotkey G is now also a quick-shortcut to teleport directly to the level editor area
Items can have their original size and rotation reset through menu options
Deleting an object from a level now requires the level to be completed before allowing an update
Snap threshold reduced to 0.125 and normalized across the world-space grid
Fixes for intermittent item disappearances
Save icon now shows when saving a level (ctrl-s)
‘Lava’ material changed due to some cases of motion sickness
Dreams are no longer playable without a start flag
Start flag no longer beeps on level start.
If you encounter any issues between now and January, please consult the Discussion Forums to see if your issue has already been answered, paying particular attention to the Workshop Discussions area.
If your issue seems new, please create a thread in the forum, and wait for other players to respond, in case it is already fixable. If it appears unknown, then email us at support@pillowcastlegames.com and include the thread link. We will get back to you in January. It will also be helpful if you let us know your problem was solved before we respond -- that will help us focus our efforts on must-fix issues in the new year.
On behalf of our team, we wish you a safe and pleasant journey to 2021.
Thank You For Dreaming
Announcing the Somnasculpt Dream Workshop Level Editor
Today, we’re excited to announce the beta release of our level editor - the Somnasculpt Dream Workshop. This is where you can now build puzzles using assets and some of the mechanics from Superliminal’s main game.
Somnasculpt Dream Workshop
We initially launched the model importer alongside our Steam release, allowing you to import any 3D model into the Workshop, adjust its behaviors, and then bring it into the main game via the Workshop’s soda machine. This was just the first step of a much larger project. Today marks its public beta release.
Starting today, you can now create your own puzzles and levels, using any 3D models that you wish. We have included a standard collection of objects from the main game, but we encourage you to import your own and get creative with it. We can’t wait to see what gets made.
We have created a few demo levels and uploaded them to the Workshop already, to help you get a sense of what can be done with the editor. You can access them here.
Logan, our level designer, has also created this quick video tutorial to help you get started with making, sharing, and remixing your levels with other players.
We will be updating and improving upon this toolset over time, and welcome your feedback on it, both in our forums, and via email: support@pillowcastlegames.com
Thank you for your support!
Please nominate us in the Steam Awards!
Hello everybody! We would love for you to nominate us for one of the Steam Awards this year.
We're proud of the hard work we put into delivery a truly mind-bending, brain-breaking experience with Superliminal. If you think we did a good job, please nominate us in the awards.
These are the awards for which we feel most eligible:
Most Innovative Gameplay
Best Soundtrack
Outstanding Story-Rich Game
Outstanding Visual Style
Game of the Year
If you prefer to nominate us for the other awards, that's fine too!
11/23 Bug fixes
In general news, Markiplier uploaded a video of him playing Superliminal, which seems to have sent a lot of people to us, so that's nice. Welcome, new people!
Regarding bug fixes, we don't have a ton of updates this week, as you see. However, we're working on something quite special that we hope to announce soon!
Main Game
Changelist
Induction - Collider fix
Optical - Missing doorframes fixed
Cubism - Collider fix for stairway
Clone - Fire alarm relocation fixes
Labyrinth - Dead-end Hallway puzzle tweak
Whitespace - Occasional cursor turn-off fixed
Pause menu - Reset To Checkpoint now shows time since last checkpoint save
Options menu - UI sliders now have numbers on them
Somnasculpt Workshop
Changelist
Object upload optimization
If you experience any additional issues, or have suggestions for us, please let us know in the Discussion Forums, or feel free to contact us via email: support@pillowcastlegames.com
Thank you, and have a lovely week!
First Post-launch Update: News, bug fixes, etc
Firstly, thank you, everyone, for a remarkably smooth launch week! We spent the first half of this week looking into common issues and addressing them. Here's a quick list of stuff that's changed:
Main Game
Changelist
Options menu - Increased look sensitivity maximum by 2x.
Induction - Replaced a few missing and oddly-shaped colliders.
Induction - Made a cube heavier.
Cubism - Fix ramp collider on stairs.
Blackout - Added a little treat.
Labyrinth - Adjusted floor break collision.
Whitespace - Fix cursor occasionally turning off.
Challenge Mode
Changelist
Optical - Exit gate for 2nd challenge now registering correctly.
Rare issue where Developer Commentary and Challenge mode persist simultaneously. Far too exciting... Fixed!
Fixed bug where challenge mode sometimes thought you were still in a challenge when starting a new level.
Fixed speed-run timer Reset to Checkpoint bug.
Somnasculpt Workshop
We wrote up a handy guide for how to use the Workshop to import objects, and then how to bring your objects into the Main Game, like this: Somnasculpt Workshop Guide https://steamcommunity.com/sharedfiles/filedetails/?id=2278377908 Changelist
Fixed Random Soda not restoring.
Lighting improvements.
Moved private Workshop items closer together to better fit on the table.
Workshop button in Extras menu is prettier.
Make it more obvious how to put an object into the vending machine.
If you spot any additional stuff, or have suggestions for us, please let us know in the Discussion Forums, or feel free to contact us via email: support@pillowcastlegames.com
Thank you, and have a lovely weekend!
New item in the Somnasculpt Workshop
We’re having a fantastic launch day so far -- Thank you everyone for your support.
We have something to announce that’s been in the works for a while...
Valve is adding the Portal Companion Cube to the Superliminal Workshop, so you can download and play around with it in the game.
It’s finally happened - Superliminal is available on Steam today. We did it. We really did it. Did we? We hope we did. We are beyond excited to bring so many brand-new features and improvements to the game, and we really hope you’ll enjoy them as much as we enjoyed making them.
Superliminal is 20% off for launch week, and is also available at a further discount, bundled with the game’s double-album soundtrack.
If you encounter any issues, please post on our Steam Forums, where we’ll be tracking bugs and doing our best to issue fixes as soon as we’re able.
Developer Commentary
We recorded a full and extensive developer commentary that takes you behind the scenes of the game to learn a little more about the game and all of the people who made it. You can play through the game from start to finish, listening along, or just take it a level at a time.
Challenge Mode
Inspired by watching speed-runners utterly demolish our puzzles, we added an all-new Challenge Mode that gives you a limit of grabs and jumps per puzzle. We had a lot of fun and hair-tearing putting this together, and we hope you’ll enjoy becoming an efficient Somnasculpt patient.
This is perhaps the most ambitious of our features, and is still in development. We’re considering today’s launch of the Somnasculpt Workshop to be in beta, and it will receive updates and new features over the next while.
In this mode, you can import practically any 3D model that you like into the game, change its properties, and take it into your favorite levels and puzzles.
Keep checking back to see how the Dream Workshop grows and evolves, and eventually allows you to build dreams of your own, too.
Mac and Linux versions
Today’s launch marks the debut of our Mac OS and Linux support. If there are issues, please let us know in the forums.
Double-Album Digital Soundtrack
We’re also releasing the digital double-disc digital soundtrack of Superliminal’s beautiful cool jazz and dark electronica, composed by Matt Christensen and also features the remixes that we commissioned from 2 Mello. The soundtrack is discounted for launch week at 20%-off, and is available bundled with the base game, too.
It’s almost here! It has been a rollercoaster journey, and we are so excited to announce that Superliminal will launch Nov 5, with a whole set of new features. Watch the trailer and then read below for more info!
Watch the launch trailer
[previewyoutube="BTdls2PySC0;full"]
Launch-week discount
Superliminal will launch on Steam at $15.99, a week-long 20% discount, returning to $19.99 after that.
Mac and Linux versions
In addition to Windows, we’ll also be releasing Mac and Linux versions! We partnered with the wonderful Ethan Lee, who is an expert at supporting these platforms. He did a great job on Superliminal, too!
Steam-only Features
Remote Play Optimized - Play the game streamed to your TV using Steam Link.
Steam Achievements - Our achievements that launched alongside the console versions in July are fully integrated with Steam’s Achievement system.
Steam Workshop [beta] - We are working on some very experimental features for Steam Workshop. We will have more to talk about soon!
Developer Commentary
We’ve added an extensive developer commentary throughout the game, so you can learn the secrets and history behind the game’s development.
Challenge mode
The overwhelming response we received from the speed-running community to Superliminal inspired us to add a new Challenge Mode, which will score you per-level on metrics such as time to finish, grabs, and jumps.
Anything else?
If you already purchased Superliminal on other PC platforms, you’ll receive all of these features day and date, where compatible, too.
There’s some other really cool stuff that we’re not confident enough to announce yet. Stay tuned!