Beta v0.9.6 Patch Notes - Oculus v1.3 support is here!
Hello everyone, this is quite an important patch for us and all the brand new Oculus users out there.
Void 21 now supports the consumer version of the rift!
We've tested it on our DK2 version so we can only say that CV1 is experimental at this stage, but considering the positive results we've received from testing thus far we're fairly confident to say that we support it. Should you encounter any problems, drop us a line on steam or at taranasusstudio@gmail.com and we'll jump on it as soon as we see your email.
Now due to this change, we're sorry to say but we no longer support the 0.8 versions of the Oculus Runtime. In order to use Void 21 with your rift you will need to upgrade to version 1.3 which supports both CV1 and DK2.
We truly hope you like it :)
Instructions:
To play the game in VR mode, launch the game with your oculus turned on.
To play the game in monitor mode, launch the game with your oculus turned off.
Other patch notes:
- Small changes to the bloom effect
Beta v0.9.5.1 Patch Notes
Just a minor tweak:
Reduced the upward force generated by impact with a tilted object.
Beta v0.9.5 Patch Notes
This update is a little bigger than the others in terms of changes, but not in size as it's a 1.2MB download.
- Typable seeds - you can now use your keyboard to type in a seed while in the seed menu. Once you've pressed a letter or number that number is picked and the selector moves to the next position. Space and Backspace will have the same effect as pressing left and right arrow keys.
- Cheat code that resets all keys to their default bindings. Just type "wrongbutton" in any menu of the game and the reset will happen.
- Fixed a bug in the keymapping menu where it would re-map the key 2 positions above the desired one.
- Added a check in case player decides to go through lessons 1 and 2 of the tutorial at a snail pace, which will cause the player to not accumulate enough points to unlock the first engine. Now, should this happen, instead of taking the player to the void modules menu, they will be instructed to do lesson 2 again. Credits for finding this problem go to James Smart
- Made a change so that the version of the game is written to the log file on start, for obvious purposes
- Fixed a bug which would occur if the user would exit the game forcefully during the void modules menu that is shown as part of the tutorial. The bug would lock the modules menu in such a way that exiting it once entered would not be possible anymore. Credits for this one go to DaneFiction who although not a beta tester, was kind enough to report the bug while recording for his let's play video.
To all three individuals mentioned in here, sirs I salute you for your contribution! It is thanks to you that this game shall be great!
Beta v0.9.4.1 Patch Notes
This patch is dedicated to ParadoxJ77
2 minor bug fixes:
- SPELLING: Headgehog to Hedgehog
- Fixed bug which would cause game to freeze in the void modules menu during the tutorial. Thank you:
A new day, a new main build, and this one will be mirrored to the demo as well.
- Changed the Daily challenges to generate a bit more challenging beginner levels. There were instances in which you could complete the first section without having to move.
- Added the ability to increase/decrease the GUI size in the graphics menu
- Fixed an issue with the camera change button where it would spaz out in the pause menu
- Decreased the vertical scroll speed in the sound menu and increased the horizontal scroll speed
- Removed back button from the sound menu as it is unnecessary.
Void 21 - Prepare to die a lot! by Dual Dier (Let's Play)
You! YES YOU! If you are reading this then you've come for quality YouTube content and thus owe it to yourself to check out this video
Shhhhhh don't question it O.O! Life is too short for rhetorical questions, just watch DualDier, he enjoys what he does and it is so obvious that he'll bestow the same feeling on you!
Beta v0.9.3.2 Patch Notes
Another quick small patch to fix an issue introduced in v0.9.3 with the jump platform that would kill you if you bumped into it fast enough. The behavior has been changed to allowing a player to go through the platform in reverse, but it will not activate if going in that direction as opposed to going forward.
Beta v0.9.3.1 Patch Notes
Small update to fix an issue when the song keeps skipping to the next track for some people every five seconds due to a joystick not being PERFECTLY calibrated. Perfect calibration is an unrealistic expectation and this change should fix the issue :)
Beta v0.9.3.1 Patch Notes
Small update to fix an issue when the song keeps skipping to the next track for some people every five seconds due to a joystick not being PERFECTLY calibrated. Perfect calibration is an unrealistic expectation and this change should fix the issue :)
Beta v0.9.3 Patch Notes
Since there are many more people using the game now and testing it out, we should start making our patch notes public. Thus, I bring you, version v0.9.3
Changes:
- Fixed some minor shakiness for the void modules menu which would appear after sitting in the menu for a while
- Increased the size of the "Default Controls" card so it's readable on lower resulotuions
- Added the "Void Modules" option to the pause menu which will kick you out of your current run and take you straight to the modules menu
- Fixed a bug where pressing escape right after you die would cause the ship to be displayed in mid air
- Added a target frame rate of 200 FPS so that it doesn't use the graphics card at full power when not needed
- Fixed the no description text shown for the "Empty" selection in the void modules menu
- Added a code that will detect your hardware specification on first launch and will do its best to adapt the graphics settings to your machine's specifications.
- Changed spelling from "Break" to "Brake" where relevant
- Added the Boom effect as an option in the graphics menu
- Fixed a but with the jump platform where you can back into it by smashing into a pillar in front of it and allowing you to jump. This will not just result into crashing in the back of a platform like it would any other pillar.
- Disabled camera tilt once passed the finish line.