Stop by and watch me stream Way of Rhea, and talk puzzle design! Missed the first live stream? This one will cover a lot of the same territory!
Way of Rhea is a puzzle adventure with hard puzzles, but forgiving mechanics. Solve mind bending color puzzles, unlock new areas of a vibrant hub world, chat with townsfolk, and undo any mistake with the press of a button.
Cheers, Mason Remaley
Puzzle Designer Let's Play
Stop by to watch me stream Way of Rhea, and talk puzzle design!
Way of Rhea is a puzzle adventure with hard puzzles, but forgiving mechanics. Solve mind bending color puzzles, unlock new areas of a vibrant hub world, chat with townsfolk, and undo any mistake with the press of a button.
Cheers, Mason Remaley
Minor Patch for Cerebral Puzzle Showcase #2
Thanks to the folks who shared their crash reports, the startup crash affecting some players should be fixed now!
If you continue having any problems definitely reach out and let me know. :)
Cheers, Mason
Minor Patch for Cerebral Puzzle Showcase
A couple people sent in crash reports (thanks!)—this update logs more information when things goes wrong to help me catch the problem. The game will always ask consent before sending me any logs.
If you got a crash, running this update and sending me logs again will help me track it down! You can also enable debug mode after a crash by clicking the "restart in debug mode" option that appears which will gather even more info at the expense of performance.
If you're a super fan and hit a crash and really wanna help out, you can also add "--force-mixer-fail" as a launch option (right click on the game in steam, properties, launch options) and see if that fixes it for you. If it does, let me know!
Cheers, Mason
Streaming Unreleased Areas @ Cerebral Puzzle Showcase
I'm gonna be streaming some of the unreleased levels of Way of Rhea for the Cerebral Puzzle Showcase shortly. :)
Cheers, Mason
Cerebral Puzzle Showcase Update
Way of Rhea is part of the Cerebral Puzzle Showcase! :) We've made a few updates to the demo since our last patch.
Widened the trigger area on the lamp posts
Fixed some depth sorting issues that would cause artwork to pop in and out as the camera moved in some spots
Worked around an issue where the last puzzle in the third forest level was difficult to navigate with a controller
Fixed colliders in the intro area to the Hermes puzzle (you could land on top of the gate if pressing left while falling)
Merged the attract mode used at PAX (not in demo)
More jungle biome scenery placed (not in demo)
Fixed startup crash on CPUs that don't support the `andn` instruction (part of the BMI extension to x64)
Improved debugging infrastructure
Thanks to everyone and stopped by and said hi at PAX, and to everyone who gave feedback on the game or helped us debug the `andn` issue. We're looking forward to the next show. :)
Cheers, Mason
PAX East Demo Update
As part of PAX East, we've uploaded an update Way of Rhea demo! The new build contains a number of bug fixes, quality of life tweaks, and improvement to the narrative. On top of that, the full game has a lot of new content in it that isn't available in the demo build.
The Hub World
Much of the placeholder artwork in the Hub World has been replaced.
The Forest Biome
The Forest Biome is now complete, and Shrew has finished artwork and animations.
The Mushroom Biome
While the Mushroom Biome isn't included in the demo, we've been working hard on it behind the scenes, and it's now complete! If you're going to be at PAX East this year remind me I promised to show it to you and I'll use the cheat code to load it.
In the mushroom biome, you learn that you can actually swap staves with staves laying on the ground--instantly changing your color. Unlike orbs, staves are reusable. You also meet everyone's best friend, The Professor.
The Ice Biome
Only the first level of the Ice Biome is included in the demo, but behind the scenes we finished designing the puzzles for each level. In addition, artwork is done for nearly the entire biome, and Hermes is now in game.
The Jungle Biome
The puzzles for the jungle biome are all complete. The artwork is still a work in progress, but you can see a sneak peak here.
Quality of Life & Bug FIxes
Fixed a problem where the gate animations in the hub world would trigger unnecessarily
Fixed some minor visual glitches
Work began on a better sound backend, this will eventually allow for better music looping
Adjusted time of day in a few levels to align better with the narrative
Improved dialogue throughout
Cut down on some unnecessary VRAM usage
Added additional secrets (not available in demo)
Fixed undo problem specific to controllers with analog sticks
Fixed some Steam Input problems
Fixed problem where staves could be thrown through gates just before they close (not in demo)
Made dialogue system more flexible to address narrative needs, group conversations are now possible
Changed some chapter names
Improved the save point system allowing for more frequent autosaves in the ice world
Fixed problem where undo/redo history wasn't cleared when loading a save point
Fixed on screen controls not showing up when loading a level
Added talking animations
Fixed speech bubble drift on undo
Fixed some inconsistencies in snowcrab behavior (technically included in the demo, but only affected later levels)
Fixed problem where it wasn't obvious the snowcrab was carrying an orb while facing left
Fixes problem where it was hard to tell if a snowcrab is holding an orb while walking left
Fixes issue with final snowcrab puzzle Fixes problem where undo/redo could cause snowcrabs to double-trigger the elevator a single time, changing its direction unexpectedly
Makes colors fully customizable, improvements to all menu UI
Adds a UI for replaying old puzzles (esc -> load checkpoint now lets you visually pick a checkpoint)
Added new hub world graphics, added new town hall, decorated biome areas to match their biomes
Added new hub world animations to call attention to gates and portals that have been unlocked
Added new portal graphics
Added butterflies to forest
Added butterfly tutorial for first puzzle
Added undo redo tutorial
Removed halo toggle
Fixes visual problem with the new default controller glyphs from Steam
Adds new color change spinner graphics and animations Cleaned up dialogue transition to the second biome, dialogue can now happen in the hub world, branching
behind the scenes as needed
Busy wait instead of sleep if below min stable frame time
Some mild optimizations (stats not calcualted unless requested, some matrix math optimized)
Improves the undo system debounce
Flashes player brightness to call attention to color changes
Fixes flash on game start up, especially in big picture mode
More work on puzzles that aren't included in the demo
More narrative work that isn't included in the demo
Proton Compatability Fixes
Fixed a few Proton compatibility problems in the demo. If you run into any others, feel free to let me know here or email me at mason@anthropicstudios.com!
* Warns instead of crashing if WGL_FRAMEBUFFER_SRGB_CAPABLE_ARB is not supported (some setups incorrectly report not supporting it, despite supporting one of the relevant extensions) * The crash handler's "view report" button now functions properly when running through Proton * The crash handler's "send report" button now functions properly when running through Proton * Some drivers were incorrectly complaining about framebuffer initialization in debug mode, framebuffer initialization reorded to avoid the superfluous notification