Vernal Edge x Steam Awards 2023 Nomination Request
🌟Nominate Vernal Edge for Steam Awards 2023!🌟
Dear Adventurers,
Your journey in our 2D realm has been incredible! If Vernal touched your gaming heart, consider nominating us for the Steam Awards 2023. Share the love, and let's make Vernal Edge the "Best Game You Suck At" 🚀🎮
Thank you for being part of the Vernal Edge universe! 🌌✨
✨ Nominate the indie game now and let your voice be heard amongst the mainstream .🎮
Also, this is a suggested category, do not hesitate to nominate in another category if you feel it fits better!
A small update to fix a regression introduced in the last patch.
Fix flower timer not updating
Fix tile mismatch in arena minimap
Fix softlock caused by returning to title during boss death
Add checkpoints to mineshaft ride
add some more checks to avoid dying the same frame a boss does
make the "quit minigame" text more obvious
April 3 fixes - Memory Leaks + Changes to Lag Handling
Hello everyone. We've got another patch with various bugfixes and tweaks for you today. The headline change is about how we handle lag and dropped frames. In short, if the game was running slowly it would attempt to "skip" up to 3 frames to compensate and to avoid slowdown. However, for many users this was causing instability and we decided that for now it wasn't working the way we had intended.
Therefore, we've limited the amount of skip to 1.2 frames, which should keep gameplay smooth for small framedrops down to about 50fps but any lower than that and the game will experience slowdown instead. Users on steam deck who set their refresh rate lower than 60hz will notice this slowdown as well, and we recommend playing the game at 60hz if possible.
In addition to this however, we've also fixed a number of memory leaks that could cause slowdown during long play sessions of the game, so it should be easier than before to maintain a full 60fps.
Full patch notes:
Limit "raw" delta time to 50-75 fps
Fix memory leaks caused by returning to the title screen
Fix memory leak caused by not deleting minimap sprites on map transitions
Clear particles more consistently between map transitions
Avoid creating surfaces unnecessarily during stoptime
Add 4px forgiveness to landing on semisolids from below
Change the entrance of the Tower of Battle to make it more immediately clear you should come back if you are missing an ability
Fix flawless pulse direction + bugginess
Account for delta in semisolid collisions
Show treasure in room as an icon
Nerf reflection + minislash spam
Add a particle effect to a certain thing in Rosalis so that it is easier to find
Add menu to exit minigames early
Make rook more resilient to the staff getting destroyed (prevent standing in t-pose bug)
Prevent spikes from KOing player on any difficulty
Increase block counterattack xscale by 50%
Add emergency escape for Tower of Battle top floor
Move trigger for poles tutorial to prevent triggering accidentally
Make 'unblockable attack' outline more visible
Add a ceiling to the final boss fight
March 23 fixes
Another update for you today, mostly bugfixes with a few small balance changes as well.
Thanks to everyone who played the game and reported issues. If you don't see your bug here, hold tight as there will be more on the way soon.
Add swingpole to the end of mineshaft ride
Add checkpoints around crushing blocks in spore_left
Remove a glowshroom in spore_undercity_right
Have cutscene vernal inherit hair colour
Give the right item as a reward at mineshaft end
Fix pyramid timer and ship radar not resetting draw alpha
Fix fight enemy OOB detection
Add respawn points to final boss fights
Block ceiling of finale_nature_1
Enemy stoppers block shield guy projectile sword
Allow shield guys to pick up the shield magically if they cant grab it for 7 seconds
Fix crash due to destroyed proj_shieldthrow
Fix crash with swordupper spell
Fix crash when trying to reflect at nonexistant instance
Fix stinger bloom crash
Update cached foliage buffers to fix a visual error with floating small rocks getting stretched out
Fix parry damage not being dealt
More typos
Rename 'hard mode' palette to 'vicious'
Tone down saffron spear flashing
Have certain special hurtboxes ignore swift slice e.g. mushrooms, levers
Disable active frames on axeman triangles until they launch
Make saffron spear pre-stab more noticable
Add light source to creeps so they are easier to spot
Add nan check to cap_magnitude (idk why this could happen but it did)
Improve visuals of baseball game
All deathplanes now deal poise damage
Add an option to display speedrun timer below healthbar
Don't reset speedrun time when continuing from a death
Have pyramid place you outside instead of in the overworld after completing
Make timebomb check for slopes
Make player uncrushable during pyramid respawn + make respawn placement more aggressive
Add failsafe timer to helm splitter
Increase block snap distance for ledge grab by 1px
Fix sporetown being assigned the wrong storm group in overworld
Fix mia fight opening prematurely
Prevent simultaneous deaths for vernal and bosses
Make airship small door hitbox wider to hopefully prevent clipping through unintentionally
Prevent exceeding speed cap in stinger windup phase
Separate the bindings for overworld controls to prevent issues from certain conflicts
Timebomb mana cost 500 -> 800
Timebomb recast delay 80 -> 120
Acid rain tick damage 20 -> 14
Add more particle effects to acid rain fight to make it clearer something is happening
Autopickup timer for shield guys 3s -> 7s
Make axe guy triangles semi-transparent when in a non-damaging state
Add an indicator for where to go with a certain hard-to-reach creature
March 20 bugfixes
A handful of bugfixes and QoL improvements for you today
Add steam screenshot functionality
Mark solid elevators as moving for ledge grab so the player doesn't float in the air
Prevent certain bosses from showing George sprites on defeat (Rook, Mia)
Have arena director speak the "no cheating line" in Arena 1
Prevent a certain hidden collectible from adding to the treasure sense counter
Remember cursor position in memory/spell menu
Scroll map screen 2x as fast
Update door visuals on Mossy Island to better communicate its intent
Animate floating little rocks on Fallen Tower island
Improve tutorial message popups, fixing logic that could have some messages show at the wrong time.
Improve bell detection by always checking the last N notes hit
Prevent solving bell puzzle by hitting 'clue' bells
Possible fix for an issue where the player could get stuck in a wall when beginning the final boss fight. no that still happens
Prevent slowdown effects from persisting across map transitions
Fix fps drops causing overworld collisions to spiral out of control
Set the auto-skip text button to be unbound in the default controller scheme (keyboard is unchanged)
Handle saves from old versions of the game better when calculating profile completion percent
Remove debug features from the training dummy that were bound to numpad keys
Fix the reward for completing the game on Vicious difficulty not being granted to players. For anyone who has already completed the game on Vicious, you will need to reach the credits sequence on your Vicious difficulty file to receive it. If you have a save near the end of the game, then beating the final boss again should suffice.
Title screen crash + controls loading hotfix
Fix a crash where some users who had played the demo experience a crash on attempting to load the title screen
Fix a crash where some users who did not play the demo were unable to load their custom controls bindings
VERNAL EDGE - OUT NOW !
Vernal likes to kick ass and chew gum...And she's all out of gum! Get on the adventure and help her look for answers and revenge in "Vernal Edge".
Intense combat system, tight platforming sequences and a powerful story of rivalry, revenge and growth are to be expected.
Get the game now to entangle her story and relationships with a rival like Alstroemeria, side-kick like Chervil and her missing father.
Unravel mysteries while flying your airship around various islands and experiencing saitsfying combat sequences with combination spells.
Want a strong female protagonist, witty robots and destroying monsters with style? Simple answer: Get Vernal Edge today!
Meet the team behind Vernal Edge - Comes out 14 March!
Get to know the "Hello Penguin" team behind the game Vernal Edge coming out tomorrow, 14 March 2023 at 7 p.m. CET/ 11 a.m. PT :)
This is what they had to say about their journey.
Matthew Martinez: Project Founder, Lead Artist, Level Design Avid enjoyer of being lost. I started Vernal Edge in 2018 and worked on it solo for almost a year before anyone else joined. After receiving funding I've been hard focused making environments and doing social media stuff. Originally, I learned to create pixel art so I could make mods for cave story, I even worked on such a mod with Taeler that led to the creation of Vernal Edge!
I love exploration and little secrets, so I filled the game with a bunch of little movement optimizations and chances at skill expression through movement, maybe you'll take notice!
Alex Mccaskey: Combat Design, Main Scenario Writing, Music, Sound Design. I was the first collaborator brought on after Matt started the project in 2018. Together we refined the concept for Vernal Edge and put together the Kickstarter. Matt and I have wanted to make a game like this for at least the past decade, so in a way Vernal Edge represents a lot of our ideas and skills we've gained along that time. I hope you enjoy the culmination of our efforts.
Taeler Dixon: Programmer, Tools Dev and "a little bit of everything else". Voice actor for the famous "Penguin from OneShot". I joined the project in Jan. 2021 after the success of the Kickstarter. Since then, I've been fixing bugs, optimizing things and making funny-looking shaders. I'm also responsible for the fishing minigame, so if you end up having to face that on Vicious difficulty then you know who to blame. Believe in yourself, you can do it!
Some development trivia: There was a cut island with a minigame that involved harvesting mushrooms with a harpoon gun from atop a talking train. Some things are better left on the cutting room floor.
T.J. Bertino: Key Artist, 3D Modeling, Character and dialogue writing, Level Lighting When Vernal Edge was on Kickstarter, I was hard at work on some other projects that were just wrapping up. I didn't have the ability to help fund the game, so I drew some fan art to help spread the word. Matt then saw the fanart, hunted me down and forced me to work on the game ever since. Initially it was just character art and portraits, but my role grew as the project needed more concept art, testing, writing, and a bunch of other stuff. You can thank me for the overworld too, we were gonna make it a lot simpler at first, but I was determined to 3D model every single island in the sky in glorious 5th-gen style graphics. I hope everyone loves the game!
Wishlist the game now (if you haven't already), to get all the news about the game launch!
NOTE: Don't forget to be there at the launch - The game releases tomorrow 14 March, at 7 p.m. CET/ 11 a.m. PT