[p]Voxelgram 2 features 250 new puzzles and a fresh set of rules, now with two colors in play.[/p]
[p]If you own the previous game, you'll also get access to the original puzzles, reworked to fit the new two-color rules. This brings the total puzzle count to 500![/p]
[p]And if that's not enough, the game will also include procedural puzzles and a Workshop.[/p]
[p][img src="https://clan.akamai.steamstatic.com/images/35895737/b297416a1bf248d6c6ea629ee80871d9f090b7e6.gif"][/p][p]The demo gives you access to 45 new puzzles, the procedural generator, and 10 of the original puzzles, converted to the two-color system.[/p]
Update #32 - undo/redo with mouse, resolution related fixes for Linux
Features
Back/Forward (M4/M5) buttons on mouse will now undo/redo moves.
Bugfixes
Removed resolutions with non native aspect ratio (resolutions with black bars on sides/top). When game was running on one of them, mouse position was not matching what was calculated and processed by Unity UI system.
Fixed issue where switching from windowed mode to full screen would allow game to run on unsupported resolution.
Update #31 - Linux graphical fixes and new gameplay setting
New Features
You can now enable/disable "Skip Trivial" feature in Gameplay settings.
Bugfixes
Game has been switched to use Vulkan API for SteamDeck/Linux devices, which should fix issue with puzzle preview in main menu rendering as bunch of black triangles, partially, or not at all.
Update #30 - Fixes for SteamDeck font issues.
Small update to fix the issue of Korean, Japanese and Chinese font not displaying properly on Steam Deck.
If you are having issues with labels moved to weird position, please check if you are not on version 2.1.13, if so, update again.
There will be 200+ new puzzles, with 2 colors instead of 1.
Puzzles from Voxelgram 1 will be playable with these new rules if you own the original gagme.
Workshop support!
Procedurally generated puzzles!
Update #29 - Custom colors support
Features
You can now adjust colors of hints, cursor and marked cell.
Improvements
Procedural puzzles should on average generate 2-3x faster.
Bugfixes
Fixed issue with Workshop collection getting "finished" indicator even if it wasn't finished
Update #28 - Highlighting available hints and bug fixes
Highlight for available Hints
I've added a quality of life option, to highlight hints, which can be progressed. They will be blue if you can remove, or turn green something on line they represent. It doesn't give you 100% accurate suggestions. It's only taking into consideration single row at a time, so if you made a mistake somewhere else this can give you incorrect hint, so it shouldn't make game too easy. If you don't like this option, you can turn it off in settings -> gameplay -> highlight available hints.
Bug fixes
Since patch release there were quite a few issues reported, thank you for spotting them all!
Fixed issue with ghost cells - voxel wouldn't render, but hints would
Fixed duplicated input with scrolling layers after restart
Fixed issue with scrolling while not selecting anything specific
Fixed issue where restarting puzzle while in preview mode would lock the game
Fixed issues where settings were not turning on/off features
Fixed issue with transition animation on blocks failing if you clicked fast
Adjusted puzzle/diorama scroll list sensitivity
Fixed issue where converting from old to new save system would incorrectly count base puzzles as workshop and unlock achievement in result
Fixed issue with timers not working properly
Fixed issue with selected diorama not being remembered between game restarts
Update #27 - Larger dioramas, saving random puzzles progress and DLC
This one is big. If you face any issues after updating, you can roll back to 1.9.11, previous released version in beta branch. After update game will import progress to new save file, so in case of any corruption you can roll back safely.
Dioramas larger than 40x24x40
40x24x40 was initially choosen due to performance reasons. But I grow as a programmer, and 5 years since release was enough to figure out how to deal with this problem. So this limit is gone. DLC is built of larger dioramas, workshop sets can also be now bigger!
Random Puzzles progress saving
This was one was requested multiple times, but it required major changes to the game. But now it's here! Progress for procedural puzzles is now saved. There is 1 slot for each combination of size and type, so you can have multiple puzzles in progress if you desire.
UI improvements
UI was improved in multiple places. Mostly in diorama/puzzle browser, where selector is now scrollable, instead of the previous weird system with button swapping. Multiple navigation issues on game pad were also resolved.
Performace
Game should run a bit faster now, save should be smaller. But as it's based on Compute Shaders, this might cause unexpected results, if you are facing any issues, especially game breaking one, please let me know.
Update #26 - 9x9x9 size for random puzzles
Minor update to add a new 9x9x9 size to procedural puzzles.
Update #25 - Czech Language
With this update, Voxelgram now supports Czech Language, thanks to one of the community members!
Other changes:
Concert diorama was slightly changed to fix an issue where one of the puzzles was hidden behind another one
Voxel selection updated to be more accurate
Engine update - please report if you run into any issues with this build.