This update got a bit delayed by GDC, but here it is! If you're interested in joining the beta, ping me on Discord.
Notable changes this release include dialogue dialogue sounds for Snow Crab and Hermie, a number of puzzle tweaks, and an in game achievements UI:
Full Release Notes
Added dialogue sounds for Hermie and Snow Crab (professor and Player remaining)
Added presets for common types of colorblindness (colors can still be set to whatever you like by selecting "Custom")
Added an in-game achievements menu
Fixed a number of specific locations where the camera was configured in such a way that it would move oddly if moved via a teleport of save point load
Fixed alternate solutions to a number of end game puzzles
Modified the second puzzle in the second level o the Professor Biome to require what used to be an alternate solution because it was more interesting than the intended solution
Fixed an alternate solution to the last puzzle in the second level of the Professor Biome
Slightly increased the difficulty of the final puzzle
Added missing entrance portals in some levels
Increased size of elevator levers for better visibility
Improved visibility of puzzle elements in some puzzles
Fixed visual artifact that previously showed up when NPCs use portals
Speed controls are no longer toggles on keyboard (experiment, may revert later)
Visual polish
Fixed alternate solutions to some puzzles in the second Ice Biome level
Fixed a way to cheese the penultimate Ice Biome puzzle by messing with save points
Slightly increased difficult of second puzzle in the first Ice Biome
Fixed some physics glitches that affected some circuit puzzles
Spaced out some crab puzzles to make them less fiddly
Added some tele fields that aren't strictly necessary to prevent the annoying situation where a tele is left on from an old puzzle inadvertently
Fixed a place Snow Crab could get stuck in the last puzzle
Shows completion percent in the secret area
Adds UI indicating you can take items from Snow Crab the first time it's possible
Fixed a very difficult to execute timing sensitive alternate solution to an end game puzzle that was more "obvious" than the true solution which is easy to execute
Only shows interesting checkpoints in checkpoint menu, resolves issue with how hidden checkpoints interact with this menu (they are shown if they are most recent)
Fixes issue with text centering on speech bubbles
Fixed objects that spawn just above the ground
Improved load times (should be fairly fast anyway, but there was some low hanging fruit)
Fixed open gates popping in and out when at edge of screen
Closed Beta v0.6.1
You guys already found an alternate solution to the modified secret. This small patch resolves an ambiguity that solution created. :)
If you're interested in joining the beta, ping me on Discord.
Release Notes
Resolves an ambiguity caused by an unintended solution to a secret.
Cheers, Mason
Closed Beta v0.6.0
Another update to the closed beta! If you're interested in joining the beta, ping me on Discord.
Notable changes in this release include...
A built in timer (tracks total time per level as well as segmented runs.) You can turn the timer UI in Options > Game > Timer, and view the stats screen from the pause menu. Segmented runs are shown by switching tabs on the stats screen.
A number of inadvertent solutions to the secrets that were easier than the intended ones were also removed, and one of the intended secrets was made more difficult.
Full Release Notes
Added timers for speed runners. The game now counts your total time in each level, as well as a segmented time when you play a level from beginning to end, and includes a stats screen and ranking that shows totals and best of.
Fixed a problem where the hovered object could flicker back and forth between near objects (most recent hover now gets slight priority)
Discovered an alternate, more challenging solution to one of the secrets, modified the secret to make that solution required & increased the difficulty (for those that want to replay it: it's the looped secret)
Fixed an issue in some crab puzzles involving teleporters left on between puzzles
Fixed a bug where secrets were not counted in a very specific situation
Fixed a problem where an end game crab puzzle was easier than intended because the crab couldn't make the jump to a ledge it was supposed to be able to reach
Removed a number of inadvertent solutions to the secrets that were much easier than the intended solutions
Fixed a problem where an end game puzzle had an alternate solution that was very timing sensitive but easier to see than the "correct" solution
Improved readability of the intro color/undo UI
Fixed some camera glitches
Fixed a puzzle that you could solve without getting Snowcrab out and then reset to get Snowcrab back
Fixed a bug where solved secret items could move and become unreachable after exiting to the main menu then returning to the game
Shows more controls in game, but also provides an option to turn them off
Thanks for all the feedback!
Cheers, Mason
Linux and Steamdeck Support!
Way of Rhea's demo now runs natively on Linux, and Steam Deck!
The demo is available to try now, if you run into any issues please let me know. :) The new demo also has some quality of life improvements–namely the ability to pause and fast-forward time.
Please note that if you’ve ever run the game through Proton, Steam will default to Proton despite the presence of a native build. The UI does not always reflect this correctly, you need to toggle Proton on and back off.
Unfortunately, this post is also announcing dropping of the planned macOS support. For more information about that, and some technical background on the port itself, you can read more on our blog.
Cheers, Mason
Dev Let's Play @ Cerebral Puzzle Showcase
I'll be playing through select parts of the game and answering any questions you have! :)
Cheers, Mason
Steam Puzzle Fest
Way of Rhea is part of the Steam Puzzle Fest this week!
If you're trying it out for the first time, feel free to leave any feedback or questions in discussions.
If you're a returning player, apologies for not posting in a little while--I've been hard at work behind the scenes getting Way of Rhea to a state where I'll be able to announce a release date. If you want a chance to beta test the game before release make sure to sign up for our Discord server or mailing list.
Cheers, Mason
Tutorial Patch
This patch improves the first level tutorial for first time players--thanks to everyone who gave feedback! :)
Cheers, Mason
Way of Rhea @ PAX West '22
Hey everyone,
We're gonna be at PAX West again this year! If you're gonna be there, stop by Booth #1426 and say hi. :)
Cheers, Mason
Demo Update For PAX
Hey everyone! We just updated the demo for PAX. There's no new content in the demo itself, but we made some changes in response to your feedback, added some new visuals, and fixed a couple bugs. :)
Dramatically improved performance of undo/redo and save point switching, especially on lower end machines
Added a weather system with snow and rain and varied skies
Visuals on the main menu now change throughout the game
Reworked the first ice world puzzle to be less confusing
All levels now exist in game (not included in demo)
We've made more progress on the Linux port, though you won't see the effects of this outwardly in the demo yet. (Side note: our Steam Deck arrived today! Way of Rhea doesn't yet work on Steam Deck as far as we're aware, now that we have one that should change soon.)
Minor polish throughout
Cheers, Mason
Way of Rhea @ PAX Rising Online!
Way of Rhea is going to be a part of PAX Rising Online alongside a bunch of other awesome games this weekend!
Behind the scenes I've been making a lot of progress on the end game puzzles. I'm really excited for all of you to get to try them out when they're ready. :)