A new patch has been released for Vibrant Venture!
This patch also features some much needed changes to Azura's Homing attack and momentum in general. See the changelog below for details.
- Reworked Azura's Homing Attack
- You can now bypass the charge animation entirely by performing a homing attack while moving at sprint speed or faster
- Moving slower than sprint speed triggers the charge animation
- The duration of the charge animation increases based on your initial speed when initiating the homing attack; slower speeds result in a longer charge time
- Bouncing off an enemy after a successful attack now retains your momentum
- Removed the movement speed cap
- Momentum is now always fully preserved
- Friction is applied when landing
- Azura's Dash now has no speed limit, allowing you to maintain your speed while airborne
- Fixed crawling while being carried by a moving platform in a one block gap causing the player to bob up and down
- Fixed the background flickering in the Level Builder when entering playtesting right above the death pit
- Fixed walking up against the underside of stairs sometimes moving the player onto the stair
- Fixed sliding into the underside of stairs causing the Slide Kick to cancel
- Fixed Brachin and Brachin Goo animations ignoring time scale
- Fixed a checkpoint trigger being too small in 3-3
A new patch has been released for Vibrant Venture!
I'm extremely busy with my university thesis, so I haven't had time to fix everything yet, but I've taken care of the most serious issues. Stay tuned for more! See the changelog below for details.
- Added missing decoration in 2-S
- Fixed completing a Gauntlet level after the timer ran out while swimming causing the game to softlock
- Fixed being unable to jump when standing on a slope next to a wall
- Fixed the World 1 Brachin and Brachin Goo using incorrect textures
[previewyoutube=une42FYzCxo;full][/previewyoutube]
I know this update came out of nowhere, so let me explain.
A few weeks ago, I attended the Gamebox event here in Denmark, where I had a booth showcasing the game.
This gave me the opportunity to watch a lot of new people play the game, and I wrote down when I noticed things a lot of people struggled with. I ended up with a pretty long list of things to change, tweak, and improve, which is what this update is all about.
In addition, the second Gauntlet level has been finished for a while, so instead of waiting for 3-Boss to be done, I decided to release a smaller update now.
So, what's new in Beta 5?
Well, first of all, as mentioned, the second Gauntlet level, 2-G, is now available!
Of course, this level is a bit harder than the first Gauntlet level, so be prepared for a challenge!
The Brachin Goo tiles have been reworked and are now animated to make them more visible. This was done because I noticed a lot of new players wouldn't always notice them and ended up running into them on accident. This change also applies to the Brachin enemies, whose designs and animations have been updated as well.
Another thing I noticed at Gamebox was that the Character Barriers were a bit confusing for new players. They often didn't realize that the barriers locked them from swapping characters, so we've added a new lock animation to the Character Wheel when entering a Character Barrier. This hopefully makes the Character Barriers easier to understand.
Something a lot of people have been asking for as well is an update to the ancient pause menu sprites, and I'm happy to say that this has now been done! The new sprites look so much better, and they match the art style of the game much more closely. And their animations reflect each of the characters' personalities much better now, which is a nice touch.
I've also made a bunch of changes to the controls and physics because I noticed a lot of people struggled with the controls. Specifically, I noticed several instances where people had trouble landing after a jump, and they often ended up making this zig-zag movement in the air because they always moved further than they intended when trying to correct their jumps.
To address this, I've made the characters heavier, which makes them less floaty and easier to control. In addition, the max sprinting speed is now slightly faster, and it takes slightly longer to reach this speed, which makes the movement feel a bit more natural and less slippery. I also noticed that the Double Jump's reduction of horizontal speed was a bit too harsh, so I've reduced this effect. And Azura's Dash is now easier to stop, which should make it easier to control her movement.
As a general physics improvement, momentum now functions properly on springs and other objects that can bounce the player. Before, you could turn around immediately in mid-air after launching off a sideways spring, which looked and felt wrong. This is no longer the case, and momentum feels more natural now.
I also finally got around to fixing the irritating issue where jumping on slopes would sometimes completely halt your horizontal movement, which was super frustrating.
Those are the main changes to the controls and physics, but I've also made a bunch of level design changes based on the feedback I got from the Gamebox event. I'm not going to go through all of them here, but I've made several level design changes in World 1, since these first levels are crucial to introducing new players to the game. For example, in 1-1, the Seedle enemy is now introduced later on its own instead of close to the Leafly enemy.
This was done because I noticed many players would simply run past the first Leafly enemy and then get attacked by the Seedle enemy, and then they would have to deal with both enemies at the same time, which was too difficult for new players. Also, the Seedle being able to chase the player all the way to the first checkpoint was a bit too much, so the new design prevents this from happening.
This is just one example of the many changes I've made to the levels, so I hope you'll enjoy the improved experience. It should be easier to get into the game now, and I'm looking forward to hearing what you all think about the changes! I've listed all the changes in the patch notes, so check them out in the description below if you're interested.
Also, most players didn't seem to realize that the boulders in 1-4 and 1-Boss could be launched by attacking them, so we've changed the boulder sprite to a flower bomb, which now explodes on impact. This way, they stand out from the environment more and their purpose is clearer.
We've also added a joystick vertical sensitivity option, because I noticed many players would accidentally trigger crawling while moving left or right because they would slightly tilt the joystick down. This new option makes it possible to adjust the sensitivity of the joystick's vertical movement, so you can avoid this issue entirely.
And finally, we've made a bunch of other smaller changes and fixes, which I won't go through here, but you can read about them in the patch notes. I hope you'll enjoy the new update, and as always, feel free to reach out to me with feedback or suggestions!
3-Boss is still in the works and progress has been made, but it's not quite ready yet, so we will release that in a later update. We just wanted to get this update out now to address the feedback we got from the Gamebox event, and I hope you'll enjoy the changes!
Enjoy! <3
- Pattrigue
Changelog
- Added a new level: 2-G
- Added a new lock animation for the Character Wheel when entering a Character Barrier
- Added a joystick vertical sensitivity option
- Added checkpoints in 1-G
- Added new Pause Menu sprites
- Overhauled several graphics
- Updated Brachin Goo tile graphics
- Brachin Goo tiles are now animated
- Updated Brachin sprites and animations
- Updated Seedle Bush sprite
- Updated Violastro's leaf trap sprite in 1-4
- Overhauled and tweaked controls and physics
- Max sprinting speed is now slightly faster
- Using the Double Jump now reduces less horizontal speed
- Azura's Dash is now easier to stop
- Characters have more weight now, making them less floaty and easier to control
- It now takes slightly longer to reach sprinting speed
- Momentum now functions properly on springs and other objects that can bounce the player, and you can no longer turn around immediately in mid-air after launching off a sideways spring
- Jumping off slopes while climbing no longer halts horizontal movement
- The wind physics in 3-2 and 3-3 have been improved and no longer causes significant speed losses
- Fixed several inconsistencies with sprinting
- 1-1 design changes
- The hole at the very start now includes a platform, making it easier to exit
- The Seedle enemy is now introduced later on its own instead of close to the Leafly enemy
- Redesigned the area where the Seedle is introduced to make it easier to fight or evade the Seedle without it following the player all the way to the first checkpoint
- Redesigned the Air Kick tutorial
- Slightly adjusted the Dash tutorial
- Redesigned the section following the cave exit
- Added a new checkpoint after the final Character Barrier in the level
- Removed several poorly placed Brachin Goo spike tiles that caused frustration for new players
- 1-2 design changes
- Redesigned the opening area to now include a tutorial board reminding players to use the Slide Kick attack
- Redesigned the area featuring the first stompable Bramble Bopper to clarify that it can be stomped
- Removed the Breakable Rocks at the end of the second section due to their poor placement and the frustration they caused when trying to destroy them
- Readded the Glide tutorial board after the Vine Stab tutorial
- Redesigned the area following the Glide tutorial to teach players that holding the jump key while Vine Stabbing allows for higher bounces
- Redesigned the launchable boulders in 1-4 and 1-Boss
- Changed boulder sprite to a flower bomb
- Now explodes on impact
- Updated sprites in 1-4 to glow, making them consistent with their appearance in 1-Boss
- Updated vine sprites in 1-4
- 1-G's second section now features one fewer enemy and has been redesigned on the left side for improved movement
- The platforms in 1-Boss are now graphically distinct, and the wind does not lift you as high
- Dying 10 times without reaching a checkpoint will now prompt the player to try Assist Mode
- The Character Swap animation is no longer affected by slow motion, making it easier to identify the active character while slow motion is active
- The Character Wheel is now visible on-screen by default
- Covered a death pit in the final section of 1-4
- Platforms added beneath the Coral Springs in the sky sections of 2-2 prevent the player from falling to their death at the end of the section
- Fixed gamepad controls in the Level Builder using the incorrect joysticks
- Fixed the Character Wheel tutorial board layout in 1-1 not matching the actual Character Wheel layout
- Fixed several instances where enemies did not respawn, potentially softlocking the player
- Fixed the Double Jump tutorial board speech bubble obscuring a platform in 1-1
- Fixed being able to clip into walls in 3-4 using Moving Hooks
- Fixed the Challenge Coin HUD appearing when playing levels in the Level Builder
- Fixed weird camera movement in the third section of 2-3
- Fixed camera issues near the end of 3-1 when using Assist Mode's Infinite Abilities modifier to Double Jump to the ceiling
- Fixed being able to repeatedly use the Homing Attack ability with Assist Mode enabled even though Infinite Abilities was disabled
- Fixed getting stuck on ceilings with spikes while using Assist Mode's Hazard Protection modifier
- Fixed an issue where the interact arrow above doors was not affected by slow motion blur
A new minor update has been released for Vibrant Venture, featuring a number of fixes, balance changes and a visual improvement. See the changelog below for details.
- Reimplemented checkpoints in 1-Boss and 2-Boss
- Spewshrooms in 1-Boss now fire less frequently and only when the player is close to them
- The log in 1-Boss now automatically aims at Madeline when slamming it
- Improved Spewshroom projectile visuals
- Increased default slow motion duration from 2 seconds to 2.5 seconds
- Increased Longer Slow Motion upgrade duration from 3.5 seconds to 4 seconds
- Fixed Longer Slow Motion upgrade being usable in Time Trials
- Fixed the file select screen rounding up file completion percentage resulting in incorrect values being displayed
- Fixed the Character Orbs showing up immediately while jumping out of the minecart in 3-Bonus
- Fixed the upload button in the Level Builder being visible even when offline
A new patch has been released for Vibrant Venture. See the changelog below for details.
- Fixed the Gem Counter and Challenge Coin HUD always staying on screen in 3-Bonus
- Fixed losing your speed in between section transitions in 3-Bonus
- Fixed being able to land on moving platforms while using Azura's Homing Attack
- Fixed Cardinal's double jump animation not playing in 3-Bonus
- Fixed moving platforms being able to move the player while Homing Attacking
- Fixed a rendering issue in the temple in Cornucopia Town
A new update for Vibrant Venture has been released with lots of fixes, design/gameplay tweaks, and some new features! See the changelog below for details.
- Added the ability to rewatch Power Crystal cutscenes
- Recovered Power Crystals in the town temple can now be interacted with
- Interacting with a Power Crystals prompts you to rewatch the cutscene
- 3-3 level design adjustments
- Several sections are now easier, less precise and leaves more room to react
- Upon solving the crate puzzle, it now closes off the area the player came from and spawns in a couple of Rocket Platform deflectors to make ascending easier
- Arrows indicate when to move up with rocket platforms
- Design oversights have been addressed and fixed
- Fixed an issue in section 2 that made it impossible to grab 2 Large Gems
- Tweaked the Stamina wheel, Wall Jump wheel and Iron Oyster gauge
- Now pulsates when gauge is 25% or lower
- Pulsates faster the closer it gets to 0%
- At 25% gauge, they slowly turn red
- Tweaked Azura's Homing Attack
- It is now easier to target enemies
- A targeted enemy has an additional threshold distance before becoming untargeted
- Enemies on ceilings no longer causes the attack to sometimes fail
- Targeting bubble has a quick animation now, making it easier to tell that an enemy has become targeted
- Improved performance in multiple World 3 levels
- Various 2-3 level design improvements and tile fixes
- Removed a Mollet in 3-4's 2nd section that was impossible to react to upon first playing the level
- Updated control scheme selector UI
- Fixed being able to clip into the ground using Azura's Homing Attack at the start of 2-1's third section
- Fixed being able to clip into the wall in 3-4 using the Moving Hooks
- Fixed grabbing a hook while in Anti Gravity forcing the player to jump at max height
- Fixed opening the Character Wheel after respawning instantly switching to Cardinal
- Fixed character icons in dialogue sometimes lingering into the next dialogue
- Fixed the lift in the temple being usable while the game is paused
- Fixed Clawmads being listed as "cephalopods" in Azura's Journal in English
- Fixed the Goal Balloon in 3-3 not temporarily freezing time when grabbing it
- Fixed camera shaking sometimes not working
- Fixed an invisible collision near the town in the World 1 map
- Fixed the HUD in the Level Builder not becoming transparent when using a draggable tool
Just one single bug fix this time around because we missed a problem with the camera in update 4.1.0. This patch fixes the camera zooming in completely during the cutscene that plays when entering a boss level for the first time. Whoops! Sorry to anyone this might have affected. Should be fixed now!
A new minor update has been released for Vibrant Venture, including some new features and tweaks as well as bug fixes! See the changelog below for details.
- Added a "Time Trial Unlocked" notification when completing a level with a Time Trial for the first time
- Added a new camera effect when entering levels
- Updated all timestamps to now show 3 digits for milliseconds instead of 2
- Updated the Seedle and Seedle Spawner property editors to now feature a range editor for the Attack Range property
- Fixed a major issue where slide kicking an enemy while on a moving platform and then immediately jumping would cause the player to be unable to move
- Fixed the slide kick sometimes not stopping when playing with low FPS
- Fixed the camera movement not working properly in the Level Builder when playtesting after popping a Goal Balloon in a previous playtesting session
- Fixed opening the shop sometimes not allowing keyboard navigation
- Fixed the camera shake not working when popping a Goal Balloon
- Fixed the lighting in 2-Boss applying to the Challenge Coin
- Fixed the Iron Oyster property editor UI having a second "Iron Oyster" header
More bug fixes! First one listed in the changelog was really bad!! Didn't know it was an issue, but it was pointed out by someone on our Discord server, so I immediately fixed it. Sorry for any trouble this has caused! Anyway, here's the changelog:
- Fixed exiting to the Title Screen while playing a custom level in the Level Builder causing you to lose your Time Trial data
- Fixed the dialogue response arrow sometimes appearing between two response options
- Fixed the briefly appearing underneath hooks for a split second when jumping onto them from above
Oh noes! Apparently, there were more bugs. You know what that means! A new patch has been released for Vibrant Venture. See the changelog below for details.
- Fixed being unable to swim in the water during the second phase in 2-Boss
- Fixed pets disappearing after completing 1-G
- Fixed being able to collect the Challenge Coins in 1-G during the spawn animation
A new patch has been released for Vibrant Venture. See the changelog below for details.
- Fixed multiple Pokeprey suffering from brain damage and immediately nose diving into the closest floor upon seeing the player
- Fixed the splash particle effect sometimes not playing when jumping into a pool of water
A new patch has been released for Vibrant Venture that fixes a number of bugs and addresses a couple of gameplay issues too! See the changelog below for details.
- The Time Trial for level 3-4 has been adjusted to allow an additional 1 second margin
- Falling into water has been adjusted to result in a less severe drop, reducing the depth reached compared to before
- Fixed Air Kicking into water leading to an excessively deep plunge
- Fixed being unable to stand on platforms in shallow water
- Fixed the water splash effect not playing in shallow water
- Fixed a tile error in section 5 in 2-2
- Fixed the player appearing to hover slightly above the water surface when swimming
- Fixed a Fairy Bottle in 2-2 dropping a gem out of reach
- Fixed getting a checkpoint while Homing Attacking causing you to always respawn with a locked character wheel
- Fixed Challenge Levels appearing locked in the World Map even though you beat them in a previous version of the game
- Fixed repeatedly dashing in and out of a body of water causing Azura's jump animation to play while dashing
- Fixed quick restarting a level while on a Magnet Shooter causing the game to softlock
- Fixed being able to enter the toppled tree from behind in 1-4 by wall jumping out of bounds
- Fixed a tile error in 2-4 causing a platform with no collision to render
- Fixed the copyright text in the Title Screen not being updated to 2024
A new patch has been released for Vibrant Venture that fixes a few minor bugs! See the changelog below for details.
- Fixed the Power Crystal Resonate cutscene not rendering properly
- Fixed a bug in 1-Boss where the 1st phase background would sometimes show after defeating the boss in the 2nd phase arena
- Fixed the player jittering when hanging from a moving hook in 3-4
- Fixed sliding upwards on top of the toppled tree in 1-4 allowing you to slide kick way too long
The Beta 4 update for Vibrant Venture is finally out!
The primary focus of this update is story and lore. One of the primary criticisms of the game we've received over the years is that the game's story is too simple and doesn't have enough depth. We wanted to focus on the gameplay first and foremost, but now that the game is in a more polished state, we're ready to start fleshing out the world and characters more!
Major Changes
First, there are three new major story cutscenes in the game. After collecting a Power Crystal, a short resonate cutscene will play, and the Crystal's Powers will offer you a glimpse into the past. These cutscenes offer insights into the origins of the Power Crystals and the characters in the game! This video shows one of these cutscenes in-game: [previewyoutube=bws6OxoKrRU;full][/previewyoutube] Another major feature we've added is Azura's Journal, something that has been requested for a long time. The Journal replaces the Help menu from previous versions and contains journal entries describing the world, characters, and creatures. It's written from Azura's perspective and features cute photos and doodles, and it's a fun way to learn more about the world of Vibrant Venture.
To fill in the journal, you'll need to defeat enemies and bosses, discover new worlds, and collect Power Crystals. Filling in the journal counts towards file completion, but it should be fairly easy to fill in during a regular playthrough and is mostly there to provide more lore and world-building.
We've also added a new level: 1-G (stylized 1- in-game). This is an enemy gauntlet level where the goal is to defeat all enemies within a time limit to earn Challenge Coins! While there's just one of these levels in the game right now, we plan to add more in the future, but we wanted to release just one gauntlet level for now and see how people like it before we commit to making more of them.
Two new upgrades have also been added: Lightweight and Ascender. Ascender increases your jump height, and Lightweight allows you to fall slower! These upgrades are pretty straightforward, but they are actually the first upgrades in the game that affect the player's movement. We've already found a few crazy skips with them, so I'm sure you'll find some interesting uses for them as well!
Trophies have now been added to Time Trials instead of Time Trials simply having one single time to beat. Bronze Trophies are easiest to obtain, Silver requires more effort, and Gold is the most challenging. We made an entire video about it here: [previewyoutube=myndQjV_wlE;full][/previewyoutube] When speaking to the Time Trial clock at the start of a level, you can now see the time required to earn each trophy.
A new Results Screen has also been added, showing your performance and a cute animation when you earn a trophy. We love details, so we made the characters' expressions, the music and the applause sound change depending on the trophy you earn!
You can also see the trophies you've earned in the World Map, which is a nice little touch.
Another new feature in Time Trials is the addition of Ghosts. Completing a Time Trial or beating your previous best now automatically records and saves your run as a ghost for future replays! And when you replay a previously completed Time Trial, a playback of your best performance will be shown as a ghost for you to compete and compare against. This feature makes replaying Time Trials much more fun, and it's a great way to learn from your previous runs. https://www.youtube.com/watch?v=6f0U3Y7JiKw Six new achievements have also been added! Most of them are related to getting all of the gold trophies in Time Trials, but there's a couple more - see the picture below:
We've also added new creatures and critters in several levels. Previously, we only had birds in 1-1, but now we've added squirrels, fireflies, worms, frogs, and turtles in various levels. These creatures are just for decoration and don't affect the gameplay, but they add a lot of life to the levels and make them feel more alive. Some of them also react to the player's presence and run away when you get close! [previewyoutube=EPXslK6r7ZI;full][/previewyoutube] In line with the lore and world-building focus, we've also updated the dialogue UI. Firstly, a speaker field has been added to the dialogue, which displays the current speaker's name and icon! This is a small detail, but it makes the dialogue feel more polished and the characters more distinct, which is a massive improvement from having no clue who's talking.
Also, there are now icons when a character is mentioned, which is another small detail that makes the dialogue feel more polished. For example, when someone mentions Pistachio, her icon will appear next to her name in the dialogue, and the name itself will be colored green to match her color scheme!
Miscellaneous Changes
Okay, so those were the major features we've added in this update. However, there's also a bunch of smaller features and improvements!! We added support for Sony PlayStation 5 DualSense and Nintendo Switch Pro controllers. Now, the controller icons will show up correctly when using either of these controllers instead of the generic Xbox icons. Also, the Steam Deck is now properly supported and allows text input through the on-screen keyboard on the console. So now, you can play the game on the go as well!
The control mapper has also received a major overhaul, now allowing you to remap every single button in the game, including the controller mouse used in the Level Builder and Pet Maker. Also, shortcuts in the Pet Maker can be remapped now, including support for modifier keys!
A new Challenge Level unlock cutscene has also been added in the World Map that plays when all Challenge Coins have been collected in the world! This way, you'll know when you've collected all the Challenge Coins in a world and unlocked the Challenge Level. Before, you would either have to check the level select screen or walk to the Challenge Level to see if it's unlocked, which was admittedly a bit annoying. [previewyoutube=lXZ2URDjM2g;full][/previewyoutube] We've also added a page switch animation to the shop. I don't know what else to say about this, but I like watching the items bounce onto the shelves. It's cute!
The Sir Stomps'a'lot now has a short wind-up animation with a delay when stomping. This was requested by a few people so you can see when Sir Stomps'a'lot is about to stomp instead of it happening instantly as soon as you enter the trigger. Not only that, but it also makes it possible to skip the stompers if you're fast enough, which is a great addition for speedrunners.
The enemies in the World 1 Map are also animated now! Before, they were just static sprites, but now they have some life to them. This was already the case for the enemies in World 2 and 3, but now World 1 has finally caught up and it looks much more lively now!
We've also made the game fully independent from Steamworks, allowing for offline play! Before, you would need to be online to access features like the Level Builder or Pet Maker because of the Steam Workshop integration, but now you can access them offline as well. The game icon has also been changed. Say goodbye to Generic Leafly Icon and hello to epic Violastro Icon!
1-Boss has also been updated with new backgrounds for both phases and new and overhauled lighting for both phases. Just look at how much better the arena in the first phase looks now!!
The level HUD has also received a visual overhaul! Before, it was actually stupidly inconsistent and some of the icons had bigger pixels than others, which was a bit of an eyesore. Now, they all have the same pixel ratio and look much more consistent and polished!
In addition, when you collect a Challenge Coin, a new animation will play in the Challenge Coin HUD, which makes it so much more satisfying to collect them. I'm a sucker for over-the-top animations, so I love this change. [previewyoutube=sjq3DDfZxZ8;full][/previewyoutube] The background for Challenge Levels has also been updated, and now looks much more polished and detailed!
But that's not all! The camera movement is much smoother now, and we also updated a bunch of sprites and graphics all over the game. Check out the new Stealth Lasers in this video, for example! [previewyoutube=kFac7jFDBHM;full][/previewyoutube] Alright, so that's all the major features and improvements we've made in this update. Whew! I didn't cover everything that was added and changed, but that was the most important stuff. Check out the changelog below for all of the details if you want to see everything that was added and changed! We're already working on the next update, and we have some really cool stuff planned, so stay tuned for that! The focus of the next update is 3-Boss, and we're planning to add some more lore in that update as well, which I'm really excited about. Please consider telling your friends about the game, and leaving a review if you've played it. It really helps us out a lot, and we appreciate it more than we can express. If you're interested in the game's development, you can subscribe to our YouTube channel for devlogs and updates, and follow us on Twitter and Discord for more frequent updates! We love hearing your thoughts and feedback, and it really helps us out a lot. Many of the features in this update were added because of your feedback, so keep it coming! Thank you so much for playing, until next time, take care! - Pattrigue
Changelog
- Added a new level: 1-G (stylized 1- in-game)
- Gauntlet level: Defeat all enemies within a time limit to earn Challenge Coins
- Added three new major story cutscenes
- Power Crystals now play a short resonate cutscene when collected
- New story cutscenes play when a Power Crystal is collected
- Added Azura's Journal
- Replaces the Help menu from previous versions
- Contains journal entries describing the world, characters, creatures, and more from Azura's perspective
- Features cute photos and doodles
- Defeating enemies and bosses unlocks their journal entries
- Discovering new worlds unlocks a journal entry for the given world
- Filling in the journal counts towards file completion
- Added 2 new upgrades
- Lightweight: Allows you to fall slower
- Ascender: Increases your jump height
- Added Trophies to Time Trials
- Bronze Trophies are easiest to obtain, Silver requires more effort, and Gold is the most challenging
- Now features a new results screen for Time Trials, displaying performance, comparing times with previous bests, and showing earned trophies
- Earned Trophies show up in the World Map
- Added Ghosts to Time Trials
- Completing a Time Trial or beating your previous best now automatically records and saves your run as a ghost for future replays
- Replaying a previously completed Time Trial now features a ghost of your best performance to race against
- The new ghost system updates Tutorial Ghosts with physics-accurate animations, replacing hardcoded versions for improved accuracy
- Added 6 new achievements
- 4 related to getting all gold trophies in Time Trials - 1 for getting all gold trophies in each world, and 1 for getting all gold trophies in the game
- 1 for completing Azura's Journal
- And a new secret achievement!
- Added new creatures and critters in several levels
- Squirrels appear in 1-2 and 1-S
- Fireflies illuminate 1-3
- Worms and frogs inhabit the outdoors of 1-4
- Turtles roam the beaches of 2-1 and 2-2
- Added support for more controllers and hardware
- Added support for Steam Deck through Steam Input API
- Added support for Sony PlayStation 5 DualSense controllers
- Added support for Nintendo Switch Pro controllers
- Added icons to character mentions in Dialogue
- Added speaker fields for Dialogue, which displays current speaker's name and icon
- Added a new Challenge Level unlock cutscene in the World Map that plays when all Challenge Coins have been collected in the world
- Added a page switch animation to the shop
- Added a short wind-up animation with a delay to Sir Stomps'a'lot
- Added audio reverb effects in specific game areas, like the cave in 1-1
- Added animations to the enemies in the World 1 Map
- Added a new secret room in 2-4
- Added more dialogue for Hickory in the intro cutscene and Flint in the town
- Added a navigation cursor for menu use with controller or keyboard
- General usability and quality of life improvements
- It is now possible to quickly restart Time Trials from the Pause Menu
- Controller menu navigation is much more responsive and fluent now
- The game is now fully independent from Steamworks, allowing for offline access to features such as the Pet Maker and Level Builder
- Clicking "Return to Map", "Restart Level", or "Exit to Title Screen" in the Pause Menu now shows a prompt, preventing accidental progress loss
- Disconnecting a controller now pauses the game
- Improved lighting for clearer hazard visibility in levels, notably in 2-3
- Improved decoration in the final section of 3-3 and the cave in 3-Bonus
- 3-Bonus Maestro cheeseballs now have a trail and are brighter
- Updated 1-Boss
- New backgrounds for both phases
- New and overhauled lighting for both phases
- Updated the level HUD
- Ability Icons, Character Wheel, Challenge Coin, Minigame and Time Trial HUDs have all been redrawn from scratch
- New Challenge Coin collect animation for the Challenge Coin HUD
- Pixel ratio is now consistent with all other UI in the game
- Updated Control Mapper
- Pet Maker and controller mouse buttons are now player assignable
- Features new icons for the category buttons
- Overhauled design
- Keyboard and gamepad navigation has been improved
- Input polling prompt is now animated, automatically resizes, and features updated graphics
- Updated the skip cutscene prompt
- Now requires a brief button hold to prevent accidental cutscene skips
- Updated visuals for several sprites
- Minigame Buttons, the fallen tree in 1-4, tents, and the large tree in the Town have received visual enhancements
- Updated the temple interior in the town
- Updated the 2-Bonus opening area
- Updated the game icon
- Updated credits
- Updated sprites for static and pushable crates for clearer identification
- Updated the Totals UI layout
- Updated the Challenge Level background
- Updated Stealth Laser visuals and hitbox
- Improved the level camera
- Horizontal and vertical tracking is now much smoother
- Lookahead no longer jitters when moving fast
- Improved the 2-Boss intro cutscene
- Improved readability of dirt tiles in World 1
- Improved pt-BR localization support
- Improved secret tilemap usage in 2-3
- Fixed bugs
The Vibrant Venture Beta 4 update will be available on March 8th, featuring a bunch of story and lore content, a new type of level, a complete overhaul to time trials, and much more!
This update took a lot longer than anticipated because I was subject to a serious health issue recently. Some of you already know this, but I was diagnosed with thyroid cancer, which meant I had to undergo a series of medical evaluations and a major surgery. Fortunately, the tumor was discovered early, so I am cured now.
If you're interested in the details, I made a video explaining the situation here:
[previewyoutube=Mn3AvNX-iRA;full][/previewyoutube]
Anyway, thanks to the skilled surgeon and their amazing team, I'm back to working on Vibrant Venture again
The primary focus of this update is story, lore and world-building! One of the primary criticisms of the game we've received over the years is that the game's story is too simple and doesn't have enough depth. While I agree, I wanted to focus on the gameplay first and foremost, which is why we've never really prioritized the story until now. But now that the game is in a more polished state, we're ready to start fleshing out the world and characters more!
Check out this video of one of the new story cutscenes which will be part of this update!
[previewyoutube=bws6OxoKrRU;full][/previewyoutube]
Another major feature we're adding is Azura's Journal, something that has been requested for a long time. The Journal replaces the Help menu from previous versions and contains journal entries describing the world, characters, and creatures. It's written from Azura's perspective and features cute polaroids and doodles, and it's a fun way to learn more about the world of Vibrant Venture!
To fill in the journal, you'll need to defeat enemies and bosses, discover new worlds, and collect Power Crystals!
We're also adding Trophies to Time Trials! Bronze Trophies are easiest to obtain, Silver requires more effort, and Gold is the most challenging.
We made an entire video about the trophy system, which you can check out below!
[previewyoutube=myndQjV_wlE;full][/previewyoutube]
That's just a small taste of what's to come - we look forward to sharing the update with you guys and working together to make this game as fun as possible!
[previewyoutube=ksm18xOsMuA;full][/previewyoutube]
Thank you for your continued support and stay tuned!
- Pattrigue
A new minor patch is available for Vibrant Venture which fixes a few bugs and issues with the game. See the changelog below for details.
- Fixed swimming into Centeels in 2-3 sometimes causing the player to get stuck in the Centeel body
- Fixed opening the Character Wheel just before obtaining a Power Crystal causing the white fade cutscene to play at normal time scale
- Fixed sliding off an edge as Pistachio while holding the Jump button causing her fall animation to play while gliding
- Fixed a bug where Pistachio, upon reaching the top of a vine/ladder while holding the Jump key, would repeatedly enter her gliding state and fall even when holding the Up key
- Fixed switching resolution in the Level Builder causing the zoom to behave strangely when zooming in and out afterwards
- Fixed the Night background being cut off in the Level Builder when the camera is zoomed out
- Fixed the S+ rank icon in the Totals menu not animating when accessing the menu through the pause menu
- Fixed repeated screen shaking eventually causing the game to render a solid color at very high framerates
A new update is available for Vibrant Venture! This update features a ton of bug fixes, but it also includes some much needed QoL additions and general improvements. See the changelog below for details. Please let us know if you encounter any further bugs or issues, and I will make sure to fix them as soon as possible - thanks!
Changelog
- Added a tooltip in the Level Builder for modifiable objects
- Instructs you to right click (or use the corresponding button on the controller) to edit the object
- Added Range Editor support for the Seedle Bush in the Level Builder
- Updated the My Levels and Workshop Levels menu in the Level Builder
- Now displays the name of the currently selected level on the right panel as well
- Automatically selects the level currently being edited when opened (if any)
- When a level is renamed, it will now appear at the top of the list in the scroll panel, correcting the previous problem where it sometimes disappeared above or below other levels in the view
- Updated the Level Builder tooltip UI
- Now slightly transparent
- Updated the Level Builder Gizmos visuals
- All Gizmos now feature improved sprites, making them easier to see against brigther backgrounds
- The Waypoint Gizmos arrows are no longer visible behind waypoints
- The Waypoint Gizmos arrow drawing animation is now slightly slower
- Updated the Intro Cutscene
- The background now gradually fades back to the original background as Violastro flies away
- The animation of Violastro flying away now uses new sprites and animations for the disc and Violastro himself
- Updated the Totals UI
- Now shows a Power Crystal icon instead of a flag icon for completed levels with a Power Crystal
- Updated some tiles on the 2-1 and 2-2 tilemaps to improve readability and fix tile cutoffs
- Updated the Yellow Grass and Orange Grass tilemaps to improve readability
- Fixed particles rendering incorrectly in the temple in the Town
- Fixed some text in the Help menu being too long when the language is set to Brazilian Portuguese
- Fixed an issue where setting the camera zoom during 1-Boss causing the camera to center elsewhere before snapping back to focus on the player
- Fixed setting the resolution to a 4:3 resolution, getting close to the ceiling in the first phase of the 1-Boss, then switching to a 16:9 resolution (or higher) allowing you to clip out of bounds
- Fixed the resolutions selection dropdown cancelling scrolling if the mouse ended up between two options
- Fixed Magnet Shooters detecting platform tiles as an obstruction
- Fixed being able to clip out of bounds during the first phase of 1-Boss when the screen shakes
- Fixed the camera zoom option not working during the Intro Cutscene
- Fixed the camera not following the player when jumping from a Flower Platform moving vertically at a high speed
- Fixed changing resolution inside of Cardinal's house during the Intro Cutscene causing the camera to incorrectly reposition itself
- Fixed changing resolution inside the temple from a 4:3 to a 16:9 resolution causing the camera to incorrectly focus on the center of the temple instead of the player
- Fixed changing resolution from to a 4:3 resolution from a 16:9 resolution (or higher) in 2-Bonus while on the left side of the screen causing the player to die
- Fixed the unique death sound in 2-Bonus not playing when the player dies from getting crushed
- Fixed the shield in 2-Bonus not breaking when the player dies from getting crushed
- Fixed missing Tall Grass tiles in 1-4
- Fixed the water at the start of 2-4 not working properly
- Fixed character swapping particles in the World Map sometimes not rendering correctly
- Fixed exiting the Time Trial in 2-4 causing the keys to disappear
- Fixed being unable to swap characters at the end of 3-Bonus until respawning
- Fixed a softlock caused by skipping the final part of the intro cutscene just before the transition to 1-1
- Fixed swapping from Banana to another character during a Wall Slide resulting in the latter character displaying Banana's Wall Slide sprite briefly
- Fixed a tile error in the first section of 2-S
A new patch has been released for Vibrant Venture which addresses the problems players experienced with Orange Leaf tiles in the Level Builder. I was able to track down the problem to some oddly specific data changes that have persisted in presumably all Beta 3 version up until this patch. These unintended data changes meant that all levels containing Orange Leaf tiles created prior to Beta 3.0 did not load correctly, which was a major issue. As a result of this patch, levels created in versions Beta 3.0.0 to Beta 3.3.0 containing Orange Leaf tiles may no longer load those tiles correctly due to this discrepancy. We apologize for any inconveniences this may cause. Thankfully, adjusting levels made during these versions to resolve this matter is relatively straightforward. See the changelog below for details. - Fixed a tile error in the third section of 1-2 - Fixed Orange Leaf tiles not loading properly when loading levels made prior to 3.0.0 - Fixed Orange Leaf being treated as separate tiles when using the Picker tool on them
A new minor update is available for Vibrant Venture featuring several bug fixes as well as some balancing changes and overall gameplay improvements based on community feedback. Thank you for the continued support! See the changelog below for details.
- Updated Magnet Shooters
- The direction of Magnet Shooters can now be controlled
- While attached to a Magnet Shooter, a trajectory line is shown to help you aim
- The rotation speed Magnet Shooters in 3-S have been slowed down significantly
- The rotation speed of some Magnet Shooters in 3-C have been slowed down slightly
- Updated the Grand Fluppy enemy
- If a jump that would land out of bounds is initiated, it will no longer be cancelled; instead, the jump will remain within the water body boundaries
- If the player is near the left or right boundaries of the water pool, the Grand Fluppy will charge instead of slowly swimming towards them
- Sir Stomps'alots (the stompers first seen in 3-4) now have a slight delay before slamming down
- Updated character swapping - the lock will now always show when you are unable to swap character
- Fixed being able to slow down time on Magnet Shooters
- Fixed shortcuts not working in the Level Builder if the Gizmos HUD menu was open
- Fixed using the shortcut key for the Items menu in the Level Builder not closing it
- Fixed Orange Leaves sometimes rendering partially as Dead Leaves in the Level Builder
- Fixed the Homing Attack target continuing to stay on screen while attached to a Magnet Shooter
- Fixed exiting playtesting in the Level Builder during the Magnet Shooter attach animation causing the camera to jitter
- Fixed swapping characters while climbing sometimes causing the climb sound to be played despite not moving
- Fixed the Grand Fluppy in 2-C not swimming far enough to the right, allowing you to stay in the water without being attacked
- Fixed the misalignment of Help UI text with the ruled lines
- Fixed an issue where Bramble Boppers wouldn't damage the player when they were attached to a Magnet Shooter
- Fixed an issue where holding the character swap key after dying keeping the character icon enlarged on the character wheel
A new minor patch is available for Vibrant Venture which fixes a few minor issues related to the lighting in the World 2 Map. See the changelog below for details.
- Fixed an issue in the cave section of World 2 Map where the light around the player would only appear when playing as Cardinal
- Additionally, the light will now consistently appear regardless of the character used to complete or exit a level, resolving the problem where it wouldn't show up if Cardinal wasn't the character in use
A new minor patch is available for Vibrant Venture which fixes one specific and pretty serious bug. It also introduces a slight change to wind. See the changelog below for details.
- Pistachio's Vine Stab and Banana's Slam now negates wind slightly
- Fixed a door in the World 3 Map not working
A new minor update is available for Vibrant Venture with bug fixes, more Level Builder additions, quick restarting Time Trials, new lighting in the World 2 Map, and more!
- Added ambient sound in levels 2-1 and 2-4
- Added lighting in the second part of the World 2 Map
- Updated the Grumbat enemy in the Level Builder
- Attack Range, Interest Range and Dash Range can now be edited using the Range Editor
- Three differently colored Range Gizmos now visually show these ranges
- Quick Restarting during a Time Trial now restarts the Time Trial instead of the level
- Quick Restarting now has a default bind - P on keyboards and Right Stick Click on controllers
- Control Mapper text now displays as "Quick Restart Level/Time Trial"
- The "Restart Level" button in the Pause Menu now displays "Exit Time Trial" during Time Trials
- Picking up a Power Fruit now recharges the Homing Attack
- Fixed the tutorial board dialogue box getting cut off at the start of the third section in 1-2
- Fixed Gizmos for cyclic waypoint paths not rendering as cyclic
- Fixed loading a level made in previous versions of the game not properly loading the Spewshroom enemy's attack range property
- Fixed the background tile for Stone and Dirt icons looking different from how they appear when placed
- Fixed loading into the World 3 Map in certain areas causing you to spawn out of bounds
- Fixed the game mode selection images in the Title Screen using outdated graphics
- Fixed the Time Trial clock remaining in a level even after starting the Time Trial
A new minor update is available for Vibrant Venture with bug fixes and a few new tiles in the Level Builder! See the changelog below for details.
- Added Bright Dirt background tiles in the Level Builder
- Added Dead Leaves background tiles in the Level Builder
- Updated the Stone and Dirt background tiles in the Level Builder
- Fixed opening the Character Wheel during a Time Trial resulting in the timer UI rendering on top of the Character Wheel
- Fixed the Assist Mode recovery bubble popping up at the same time as a Time Trial ends causing the player sprite to flicker
- Fixed completing a Challenge Level on an older version of the game allowing you to clip into the lock in the World Map
- Fixed dying as a Time Trial ends causing the dialogue box to immediately close, softlocking the player
- Fixed an issue where dying at the same frame as switching characters would display the sprite of the character you switched to
- Fixed the orange leaf slope tiles in the Level Builder incorrectly rendering partially as stone tiles
Please restart Steam if the update does not automatically show up for you.
In this major update, you can look forward to playing the newly added secret level 3-S and exploring the fourth segment of the World 3 Map! This secret level was designed by our good friend and QA tester, Keoiki, who also designed 2-S. Thanks, Keoiki!
Another big part of this update is the major visual overhaul to Forever Fall Forest! We've given every level in this world a fresh look, boasting new tiles, backgrounds, layouts, and improved sprites. Check out some of the comparisons below!
In each World Map, a series of unique cutscenes now await players after beating a level! These cutscenes replace the repetitive fog uncovering cutscene, which used to play after every single level. [previewyoutube=8FzKps02kDk;full][/previewyoutube] Time Trials have also been introduced! These unlock after completing a level and challenge you to beat specific segments within a set timeframe.
Power Crystals can now be collected after defeating a boss, which is accompanied by a cute cutscene of the Vibrants doing a little dance! These crystals can then be found in the temple located in Cornucopia Town. [previewyoutube=ow09WM4JwCY;full][/previewyoutube] This update also includes a little something for achievement hunters - nine new achievements have been added, ranging from time trial completions for worlds to discovering hidden levels. It is also possible to navigate menus using a keyboard now, similar to how you would navigate menus using a controller! This was a highly requested feature, as having to take your hands off the keyboard to navigate menus with the mouse was quite disruptive for some players. For our builders, the Level Builder has also been enriched. Firstly, a visual-centric Range Editor replaces the older slider.
In addition, Gizmos have been incorporated, allowing for a clearer visualization of waypoints, triggers, and more. Plus, we've introduced new objects like the Iron Oyster and Magnet Shooter to boost creativity! And as a final touch, the Dead Leaves tiles and overlay decorations for leaf tiles can now be used.
As always, we will do our best to push out patches to whatever bugs and issues you guys might encounter. Also, the devlog is a little different this time around, as I try to go over all the key features in just 60 seconds! Watch it here: [previewyoutube=7_vSChzRaUM;full][/previewyoutube] Check out the changelog below for all the details.
Changelog
GENERAL:
- Added a new level: 3-S
- Added the fourth part of the World 3 Map
- Complete visual overhaul to every level in Forever Fall Forest
- New tiles and tile layouts for every level
- New sprites for existing objects like foliage
- New parallax backgrounds in levels 1-1, 1-2, 1-3, 1-4, 1-S, and the Town
- Added unique cutscenes in each World Map after completing each level
- Added Time Trials
- Unlocked after completing a level
- Started by interacting with a clock at the start of the level
- Added the ability to obtain Power Crystals after beating a boss
- Features a new cutscene for picking up the crystal
- Collected Power Crystals appear in the temple in the Town
- Added the ability to skip the intro cutscenes in Cornucopia Town
- Added 9 new achievements
- Time trial achievements for each world - unlocked by completing every time trial in the given world
- 100% achievements for Forever Fall Forest and Sparklestone Shores
- New achievements for finding and completing 2-S and 3-S
- Plus a new secret achievement!
- Added the ability to navigate menus using a keyboard
- Added the ability to boost upward swimming speed by holding the 'up' direction
- Updated the 1-Boss intro cutscene
- Updated the Interact UI
- New visuals and animations
- New contextual action text showing what the interaction will trigger
- Updated the Shop UI
- A text label now indicates equipped upgrades
- Updated the save file format
- Updated the Prompt UI graphics
- Updated wind - now increases jump height and decreases fall speed
- Updated World Map loading - upon opening a save file, you now respawn in the World Map you last exited from
- Updated the Totals UI - now shows undiscovered levels after beating the boss in the given world
- Updated the World Map UI - now scales properly with the UI scale setting
- Updated the Transitions UI - now shows when the game saves your progress
- Updated Azura's Homing Attack - the attack can no longer miss but has a short charge time
- Updated the Pokeprey graphics - eyes now glow in the dark
- Improved gamepad menu navigation
- Improved ultrawide screen support (21:9 aspect ratios)
- Fixed bugs
LEVEL BUILDER:
- Added a new Range Editor in the Level Builder
- Replaces the slider in the property editor menu with a visual editor
- Added Gizmos in the Level Builder
- Shows waypoints, ranges and triggers in the editor view
- Each individual gizmos type can be toggled on/off
- Gizmos settings are saved per-level
- Added 3 new objects to the Level Builder - Iron Oyster, Magnet Shooter & Reseaweed
- Added a 'Can be triggered by enemies' property to Bramble Boppers in the Level Builder
- Added the ability to zoom in and out in the Level Builder
- Added Dead Leaves tiles
- Added overlay decoration for leaf tiles
- Updated existing tiles and objects visuals
Get ready for another epic update!
The Vibrant Venture Beta 3.0 update will be available on July 24th, featuring a new secret level, time trials, new cutscenes, a complete visual overhaul to every level in World 1, and much, much more!
We're very excited to finally share this update with you all soon, and we can't wait to hear what you think. This has been a long time in the making, and we're very proud of how the update has turned out.
Thanks to your feedback on our last video on YouTube, we also managed to further improve the visuals beyond our initial implementation!
Also, apologies for this update taking so long; unfortunately my exam period was very long and brutal this year, so I have had to focus on university for the last 1-2 months... but it's over now, so it's finally time to publish this update!
We just need a few more weeks to polish everything up so the update won't be riddled with bugs and oversights
Thank you for your continued support and stay tuned!
[previewyoutube=LVR-04rcmB8;full][/previewyoutube]
- Pattrigue
A new patch has been released for Vibrant Venture with a few minor UI fixes. See the changelog below for details. - Fixed the selection box on the character wheel layout screen being too small - Fixed selecting the confirm button in the character wheel layout screen causing the selection bar to appear in the middle of the screen when using a controller
A new patch has been released for Vibrant Venture. See the changelog below for details. - Fixed the interact prompt rendering behind NPCs and objects - Fixed Violastro not unequipping his gun before flying away at the end of 3-Bonus - Fixed being able to slide indefinitely on the rail at the end of 3-Bonus - Fixed dying to a Shrimp Shell after the Conductor dies restarting the fight and causing the Challenge Coin to appear in the arena - Fixed a bug related to a super secret pit of rodents causing the level music to never play after dying
A new patch has been released for Vibrant Venture with even more bug fixes!! See the changelog below for details. - Fixed jumping onto a Flathead Bopper then slamming causing it to not go as far down as it should - Fixed slamming a Flathead Bopper sometimes not registering as a slam - Fixed a Cardinal sprite appearing for one frame during the 1-4 Ball Roller intro cutscene - Fixed the selection rectangle in the Pet Selector menu not being masked when scrolling down in the menu - Fixed the secret tilemap mask not appearing if the player repeatedly enters and exits a secret tilemap quickly - Fixed skipping the Double Jump tutorial jump trigger in 3-Bonus causing the tutorial text to stay on screen when the Dash tutorial text appears
A new patch has been released for Vibrant Venture. See the changelog below for details. - Fixed being able to close the Item Selector menu in the Level Builder while typing in the search input field - Fixed the Fairy Bargain upgrade giving the player a fairy in 3-Bonus - Fixed jumping on a Mollet the moment his hammer hits the ground causing the Mollet to ignore its dazed state and continue attacking - Fixed being able obtain a fairy in 2-Bonus using both the Fairy Bargain and Gem Extractor - Fixed repeatedly activating the Dash or Parasol in 3-Bonus while the ability gauge is empty sometimes causing the boost effect/Pistachio holding the parasol to stay on screen until the ability is used again - Fixed being able to clip through some walls using the Quantum Heart power-up in 3-C
Minor update; just added a little toggle box in the Early Access disclaimer screen for the sake of convenience. Also fixed an annoying softlock in the Level Builder. - Added a new "Don't show again" toggle to the Early Access disclaimer screen that appears upon booting up the game - Fixed a bug where the game would softlock after opening the Options menu or any prompt inside the Level Builder
Few bugs were found by you guys quite quickly, and I squashed them as swiftly as my inherently limited human abilities allowed me to. Uhm, in other words, the bugs should now be fixed and thanks for the reports!!
- Tweaked a rail in 3-Bonus Section 2 to streamline movement
- Fixed sometimes launching too far off rails in 3-Bonus, causing the player to hit the ceiling and die
- Fixed the Assist Mode Pit Recovery animation not working properly in 3-Bonus
- Fixed the RGB input fields in the Pet Maker not clamping values while the player is typing a number
- Fixed the brush size slider in the Pet Maker not being clamped to 1 while using the line tool
Please restart Steam if the update does not automatically show up for you.
Vibrant Venture Beta 2.0 is now out! The main attraction is the brand-new World 3 bonus level that takes you on a minecart journey through the valleys and depths of Lonely Lunaria! [previewyoutube=HEJ29cmOFro;full][/previewyoutube] This level can be found in the new part of the World 3 Map.
The Pet Maker has also received a facelift and now looks consistent with the rest of the game user interfaces and Level Builder menus.
Furthermore, you can now equip more than one upgrade at a time! Inside the shop in the World Map, you can purchase an additional upgrade slot, allowing you to combine upgrades. Through experimentation, you can find optimal combinations to help you on your journey. Of course, you could also equip two conflicting upgrades if you want to handicap yourself for some reason!
This update also includes a new secret level in World 2, which can be found in the World 2 Map. Now there's a secret level in both World 1 and World 2! In regards to the future of the game, the next update is going to focus primarily on polishing and updating the game, as we are getting closer to the full release! We're already working on Beta 3.0 and will be publishing a few videos on our YouTube channel over the next few weeks showcasing some of the new features coming in Beta 3.0. Check out the changelog below for all the details.
Changelog
- Added a new level: 3-Bonus
- Added a new level: 2-S
- Added the third part of the World 3 Map
- Added a new area at the end of 3-4
- Added new sound effects when slowing down time
- Added Orange Bushes and Yellow Bushes to the Level Builder
- Added the ability to equip multiple upgrades
- Updated the World 2 Map
- Updated the World Map Level Stats UI
- Updated the Pet Maker's theme
- Updated the Intro Cutscene
- Updated the Shop
- Updated the coin arrow sign sprite
- Updated bonus level tutorial UI
- Updated the control layout selector menu
- Updated the save/load system - should now be much safer with little risk of file corruption
- Updated 1-2 to include a tutorial sign reminding the player to open the character wheel to slow down time
- Fixed bugs
Get ready for an exciting new update! The Vibrant Venture Beta 2.0 update will be available on February 18th, featuring a brand new minecart level that takes you on a journey through the valleys and depths of Lonely Lunaria! If you're (un?)lucky, you may even run into Violastro once or twice... The update also include a new secret level, new areas, and various improvements to the game. Additionally, we are excited to announce that in future updates, we plan on focusing more on lore, and we want to really start diving into the backstory of Violastro! Mark your calendars and be ready to explore the depths of Lonely Lunaria with the Beta 2.0 release. Thank you for your continued support! [previewyoutube=eztyQjrbjtQ;full][/previewyoutube]
A new patch has been released for Vibrant Venture which fixes a few issues with tilemap textures. - Fixed secret tilemaps in World 1 using the wrong tilemap texture - Fixed a tile error in 2-1
A new patch has been released for Vibrant Venture. See the changelog below for details. - Updated the lighting engine - Upgrades can no longer be used in custom levels made with the Level Builder - Fixed the "Enable Assist Mode" tooltip text cutting off in the Assist Mode menu - Fixed the cursor disappearing after inactivity inside the Level Builder
Hello everyone! Today, we have a very special announcement and update for you all. We will be teaming up with the Yogscast for the 12th annual Jingle Jam to help raise money for charity! Jingle Jam is the world's biggest charity gaming event coordinated by the Yogscast which starts on December 1st and runs for 2 weeks. During these two weeks, the Jingle Jam raises money through livestreams on Twitch. Anyone who donates $35 or more will be given a collection of games in return, which includes Vibrant Venture this year! You can read more about the event here. To further show our commitment to help less fortunate people, we've been working hard on adding a new mode to Vibrant Venture that should make the game accessible to everyone, even those who suffer from disabilities; we are happy to present Assist Mode! This is a new mode you can turn on via the pause menu in the game, which gives you access to a variety of different game modifications that contribute towards an easier gameplay experience. These modifiers include hazard protection, death pit recovery and infinite abilities! Check out the new devlog below for more details! [previewyoutube=B_MyRvCtNvw;full][/previewyoutube] Changelog:
- Added Assist Mode
- Added a new Assist Mode menu accessible through the Pause Menu
- Added three Assist Mode modifiers: Hazard protection, death pit recovery, and infinite abilities
- Added a new level button graphic for when the level was cleared with Assist Mode enabled
- The level entrance prompt graphic will now be tinted blue and show the Assist Mode icon if the level was cleared with Assist Mode enabled
- Save files in the Title Screen now feature the Assist Mode icon if at least one level was cleared with Assist Mode enabled
- Added controller support to the Level Builder
- Added object weights to the Level Builder
- The object limit is now based on the weight of all the objects in a level rather than the number of objects
- Updated the picker tool in the Level Builder
- It now copies object properties allowing cloning of objects
- Updated the Totals menu
- Levels cleared with Assist Mode enabled feature the Assist Mode icon and are tinted blue
- The menu now resizes dynamically based on the number of levels on a given page
- Adjusted the level geometry in the first and third sections of 2-2
- Adjusted the level geometry in the final section of 2-C
- Fixed bugs
- Fixed a tile error in 3-1
- Fixed a tile error in 1-1
- Fixed a rendering issue with the Laser Beacon beams
- Fixed using the Homing Attack on a Leafly causing an error if the Leafly despawns during the attack animation
- Fixed Banana's Ground Slam not killing vertically extending Bramble Boppers
- Fixed missing decoration at the end of 2-3
- Fixed being able to pick up fairies in the Level Builder after exiting playtesting
- Fixed exiting playtesting during the damage knockback animation causing the player to remain invincible when entering playtesting again
- Fixed an error in the Leafly ground detection sometimes causing the Leafly to simply walk off edges
- Fixed exiting playtesting while on a hook causing the player sprite to remain offset until landing on the ground
- Fixed being able to clip through the ground using stairs
- Fixed being able to clip through ceilings by Vine Stabbing on top of a Bramble Bopper's head
- Fixed being able to clip through lasers using hooks
- Fixed being able to clip through the wall in 3-4's challenge section
- Fixed camera snapping in 1-C, 2-C, and 3-4
A new patch has been released for Vibrant Venture featuring fixes to the Level Builder as well as a small quality of life improvement. See the changelog below for details. - The game now prompts for verification if you attempt to play a level while having unsaved changes on a custom level - Fixed the enemy face direction property not being applied correctly, causing enemies to always face right upon playing a custom level - Fixed renaming a previously uploaded custom level causing the game to lose track of the Steam Workshop item reference (only applies to new levels or reuploaded existing levels)
A new patch has been released for Vibrant Venture fixing a number of bugs and issues in the Level Builder. See the changelog below for details. - Grumbats can now hang from single tiles and no longer requires 3 ceiling tiles - Fixed placing tiles next to Laser Beacons causing the Laser Beacon to be removed - Fixed the hotbar inside the Item Selector menu not resetting when creating a new level - Fixed enemy sprite flipping in the editor not always matching the spawned enemy's horizontal sprite flipping - Fixed exiting the waypoint editor while dragging a waypoint not resetting the waypoint position - Fixed 2x2 tile decorations sometimes appearing on slope tiles - Fixed the death counter incrementing inside the Level Builder - Fixed dying while inside a Character Barrier causing an error - Fixed changing the face direction of a Leafly from left to right then back to left causing the Leafly to be unable to move - Fixed Leaflies sometimes not taking damage to Brachin Goo walls - Fixed being able to clip inside ground tiles using by placing a slope that goes into a ceiling - Fixed being able to clip inside ground tiles by slide kicking while on top of a vertically moving platform
Hey all, and happy Halloween! For the past month, I have been pushing out frequent updates to the Level Builder. These updates all contained new features, improvements, and fixes. I decided to intentionally roll out these features in frequent, smaller updates to iterate upon them and gather feedback quickly while keeping the Level Builder fresh and exciting! Today, I'm releasing the final update of the month - Beta 1.4! That means all these features are all available on Steam right now! These four smaller updates together have contributed towards what I like to call the next major version of the Level Builder - version 2.0 - because there's so many features and improvements since the first public version released last month! I've tried to prioritize adding the most useful and highly requested features. Check out this trailer showing most of the new features added in Beta 1.1 - Beta 1.4, the four Level Builder updates released throughout October [previewyoutube=csa9lqNs5RQ;full][/previewyoutube] Thank you all for the feedback and suggestions so far, it has been very helpful! Enjoy, and happy building! - Pattrigue Changelog: LEVEL BUILDER: - Added procedurally generated tile decoration - Added One-way Platforms - Added Grumbats - Added customizable shortcuts for build tools and commonly accessed menus - Updated the Control Mapper UI: It now features a new, more readable layout, and a category for gameplay and Level Builder bindings respectively - My Levels menu now opens automatically upon first entering the Level Builder - Fixed slope tiles sometimes showing visual artifacts - Fixed being able to create slope peaks - Fixed slope corners connecting to tiles in a different brush - Fixed the checkmark icon in the Theme Selector menu not resetting when creating a new level - Fixed the hotbar not resetting upon creating a new level GENERAL: - Implemented a custom trigger system to prevent phasing through Character Barriers on lower framerates - Updated the sound system to prevent unpleasant, loud sounds caused by the same sound effect playing multiple times on the same frame - Rewrote the camera's vertical movement; it is now smoother and no longer as snappy - Fixed the white flash during a lightning strike in the intro cutscene rendering above the pause menu
Just a little patch fixing some critical bugs that were found upon the release of Beta 1.3. Thanks for reporting them to me in the Discord server! See the changelog below for details. - Fixed Springs placed in older versions of the Level Builder facing the wrong way - Fixed using Azura's homing attack during invincibility frames allowing you to stay invincible indefinitely - Fixed falling through platforms when respawning on them
It's time for another new update for the Level Builder!
This time, I added THREE brand-new objects, a new theme, and more!
You can download and play it now here on Steam, which should automatically update the game to Beta 1.3. See the changelog below for details!
Enjoy, and happy building <3
Changelog:
LEVEL BUILDER:
- Added a new theme: Challenge Level Theme
- Added Laser Beacons
- Added Big Gems
- Added Hooks
- Added brief invincibility frames when first playing a custom level
- Added a new sound effect for opening the property editor window
- Added a new sound effect for placing objects
- Tweaked default Spring properties: "Extra force on slam" property now has a default value of 0
- Fixed using the rectangle tool to place background tile on background slope tiles causing tile rendering issues
- Fixed a bug where naming a custom level the same as a campaign mode level would spawn you at that level upon exiting the Level Builder
- Fixed a bug where naming a custom level 3-1 would cause the 3-1 intro to play when playing the level
- Fixed a bug where naming a custom level 2-Bonus or 2-4 would result in a softlock when playing the level
GENERAL:
- Fixed red Big Gems' collect effect being blue
- Fixed the Laser Beacon's corner laser hitbox being too big
- Fixed the enemy stomp particle effect not working properly in anti-gravity
- Fixed Azura disappearing when hitting the ground in the intro cutscene
- Fixed Leaflies remaining disabled for too long upon becoming visible to the camera
- Fixed getting softlocked by removing all keybinds and then starting a new file
- Fixed Vine Stabbing on a moving platform with a ceiling above sometimes causing the fall animation to continue playing after landing
A new patch has been released for Vibrant Venture. Don't forget to restart Steam if the game does not automatically prompt you to update! See the changelog below for details. - Fixed being able to clip through ceilings using Flathead Boppers and Moving Platforms - Fixed being able to clip through ceilings using a spring and two layers of platforms - Fixed downwards facing Bramble Bopper stalk corners not having collisions - Fixed being able to pause and quick restart on the same frame as touching the Goal Balloon - Fixed the Night theme being cut off at the top - Fixed Bramble Bopper digging particles not rendering properly
A new update has been released for the Level Builder in Vibrant Venture! By popular demand, I've added the Flathead Bopper enemy, yellow grass, Spawn Point properties and more!
See the changelog below for all the details.
LEVEL BUILDER:
- Added the Flathead Bopper
- Added Yellow Short Grass
- Added Yellow Tall Grass
- Added two new properties to the Spawn Point object: "Spawn as character" and "Allowing swapping"
- Added a new property to the Power Fruit: "Respawn time"
- Added invincibility frames upon entering playtesting
- Renamed Short Grass to Orange Short Grass, and Tall Grass to Orange Tall Grass
- Fixed the Treetops background using the incorrect color
- Fixed enemies showing up under the "Objects" tab in the item selector
- Fixed dying on the same frame as touching the Goal Balloon causing the Level Builder to crash
- Fixed Character Barriers placed on ceilings being offset by 10 pixel when connecting to platforms
- Fixed Character Barriers randomly sticking to ceiling platforms, tiles and objects instead of always prioritizing platforms
GENERAL:
- Added new dirt particles to the Flathead Bopper
- Improved Bramble Bopper dirt particles
- Fixed some pixel artifacts on the first 1-2 background
- Fixed the Clawmad body sprite being offset incorrectly when stomping it
A new minor update has been released for Vibrant Venture with a bunch of bug fixes and a new background in 1-2! Don't forget to restart Steam if the game does not automatically prompt you to update. See the changelog below for details. - Updated the backgrounds in 1-2 - Updated the "Treetops" theme in the Level Builder - Fixed operating systems using Spanish causing the game to show "No translation found" text on all UI text - Fixed a bug where the player character sprite would be vertically offset from its actual position - Fixed the rocket flame rendering as solid black when returning to World 2 from World 3 - Fixed Azura's Dash sticking to sloped ceilings - Fixed being able to see out of bounds in section 4 in 3-C using the Magnet Shooter at the end - Fixed light sources in 1-3, 2-3 and 3-3 rendering in front of the secret wall tilemap - Fixed swapping to another character during the crawl exiting animation causing the player character sprite to be scaled incorrectly Level Builder fixes: - Updated the Brachin Goo texture in the Level Builder - Fixed dying while Vine Stabbing sometimes allowing you to Vine Stab in the air when reentering playtesting - Fixed being able to Air Kick on the ground using springs - Fixed being able to clip through ground tiles by Vine Stabbing on top of a Bramble Bopper that moves vertically through ground tiles - Fixed the player character sprites sometimes staying red upon exiting playtesting - Fixed three waypoints placed immediately after one another causing the Bramble Bopper to stop functioning properly
Just a minor patch because I accidentally introduced a new bug in the last one - whoops! Also I felt like changing the character swapping animation, it should look more dynamic now. See the changelog below for details. - Tweaked the swap animation slightly - Fixed a bug where Pistachio's sprite would get offset vertically when swapping to her after first swapping from her during the first few frames of gliding
A new patch has been released for Vibrant Venture. Don't forget to restart Steam if the game does not automatically prompt you to update! See the changelog below for details. General fixes: - Updated Rewired to the latest version which should improve controller compatibility - Tweaked the transition to Pistachio's gliding animation - Fixed being able to bypass Character Lock Barriers locking the wheel by swapping character on the same frame as exiting the barrier - Fixed using the Homing Attack while the Quantum Heart is active causing you to teleport back and forth between your original position and the Quantum Heart clone's position - Fixed taking damage in the goo inside the bottom of the cave in 1-1 revealing the level background - Fixed Pistachio's parasol being one frame behind during the gliding animation - Fixed a rendering bug in 1-2 where foreground vines rendered behind the player Level Builder fixes: - Fixed spawn points on platforms causing you to fall through the platform upon playing the level - Fixed being able to place tiles out of bounds using the line tool - Fixed Character Lock Barriers overlapping when placed without any tile at the end - Fixed being able to clip inside the root of invincible Bramble Boppers - Fixed the camera not being able to keep up with fast moving platforms whose ease amount was greater than or equal to 0.4
A new patch has been released for Vibrant Venture. Don't forget to restart Steam if the game does not automatically prompt you to update! See the changelog below for details. - Fixed a clipping bug in 2-3 - Fixed Jester Shrimp shell physics not working correctly when hitting a wall - Fixed dragging an object with waypoints in the Level Builder not recomputing the waypoint positions if only the object rotation changes
A new patch has been released for Vibrant Venture. Don't forget to restart Steam if the game does not automatically prompt you to update! See the changelog below for details. - Fixed a bug where being subscribed to a hidden Pet created by another user would crash the game - Fixed text being cut off in the Title Screen on the Brazilian Portuguese localization - Fixed the Spring and Brachins not being shown under any categories in the Level Builder item selector - Fixed entering levels always spawning you as Cardinal - Fixed saving levels while the background layer is active causing the ground to be transparent in the level thumbnail
Please restart Steam if the update does not automatically show up for you.
Hello all! Today is a big day - Vibrant Venture is no longer in the alpha phase!! We've finally entered the beta phase of the game, meaning it's getting closer to a completed state! When the game first launched back in July 2020, it only featured 6 levels and the first World Map. Now, there's more than three times as many levels, plus a ton of extra features like the shop, Pet Maker, and... the Level Builder! That's right, this update features the first version of the Level Builder, something I know you guys have wanted for a long time now. This, combined with all the other features in this update, means that this is hands down the largest update thus far. Note that this is the first public release of the Level Builder, so some things are likely to change, and new features will be added later! So keep that in mind if your favorite enemy or level object isn't usable in the Level Builder yet, as it may be added in the future. This update also features Juniper, a character created for a contest in our Discord server by ZeraZero, and you can find her hidden in all the main levels of the game. Once you do, she will have some unique dialog about the level, and reward you with a sneak peek of the painting she's working on! If you find her in all levels, there's even a special completion bonus that will unlock! We have also added 15 new unlockable achievements, all with unique artwork of the game! Some of these achievements require a lot of thought to figure out and are quite well-hidden, but they should give you a good laugh. We had a lot of fun creating one particular secret achievement, and even made a new area just for this one achievement! These are just the primary new features, but make sure to check out the changelog below for all the details. Please be aware that this update is highly ambitious for us, with the Level Builder being the biggest new feature. As such, there are probably going to be some bugs and issues when it first comes out, but I will do my very best to fix these as fast as possible, and continue putting patches out until all the bugs have been fixed. Should you run into any problems yourself, you can file a bug report via the #bug-reports channel in our Discord server. Don't forget to also check out the new devlog for all the details, and maybe even consider watching the brand-new trailer for the game! [previewyoutube=SizLMkiLvdU;full][/previewyoutube]
Changelog
- Added the first version of the Level Builder
- Accessible through the Title Screen and Pause Menu
- Share your creations on the Steam Workshop
- Download and play community-made levels on the Steam Workshop
- Added a new side-quest: Juniper
- Can be found in 12 different levels
- An indicator in the Totals UI and World Map UI will help you keep track of your progress
- A completion reward can be earned by returning to the town after finding and talking to Juniper in all levels
- Added 15 achievements
- Added new Secret Walls in several different levels
- Added some new secret areas and tweaked existing areas
- Added controller vibration when taking damage/dying
- Can be turned off in Options
- Added a new unique level intro to 2-4
- Added an option to make the Vine Stab toggleable
- Added a new cutscene in 3-2 for the train starting
- Added a new off-screen environment in the beginning of the World 2 Map
- Implemented a new default control layout for both keyboard and controller
- Added a control layout selector menu accessible through the control mapper where you can choose to reset your controls to the new or classic control layout
- Implemented a new lighting engine
- Updated and tweaked the lighting and rendering in different areas
- Tweaked 2-Bonus slightly
- Added a short hint at the start of the level explaining how to attack
- Made it easier to achieve the S+ rank
- Nerfed Pistachio - her attack is now less accurate
- Rewrote Maestro's cheeseball trajectory physics
- Updated the Seedle enemy sprites and animations
- Updated the Pause Menu layout and visuals
- Updated the first cutscene in 1-4's Ball Roller
- Updated control mapper UI
- Improved UI navigation on controllers
- Improved flying pet sprite rendering in water
- The Level Timer now resets if you die in a level without having reached a checkpoint
- Fixed bugs
Hey everyone! We are happy to announce that Vibrant Venture Beta 1.0 will launch on September 30th! We have spent the past few weeks working on all the finishing touches for the Beta 1.0 update, and it is nearly finished. Because this update is so big, I have also been spending a lot of time fixing bugs--almost 200 bugs have been found and fixed at time of writing! The majority of them were easy fixes, but there have also been some really tough ones, and existing bugs in Alpha 7 that were never discovered until recently. Our goal is for this update to be the biggest and best one yet, so we are dedicating a lot of time to testing, fixing, and polishing. The testers have done a great job finding and reporting problems over the past few weeks. They have also provided valuable feedback, which has resulted in a more user-friendly and intuitive Level Builder! Recently, we also published a remaster of the original Kickstarter trailer, which you can check out here: [previewyoutube=SizLMkiLvdU;full][/previewyoutube] We look forward to releasing the update and sharing the Level Builder with you all! Stay tuned! - Pattrigue
Hey all!
Alpha 8 is shaping up, and we're quite happy with the progress we've made so far. I've also made a lot of progress on the Level Builder! Let's talk about it.
Achievements
Alpha 8 will feature a ton of Steam Achievements to unlock! There will be many types of different achievements - some will be unlockable by simply completing levels in campaign mode while others will require a lot more thinking and exploring. Our plan is to add more achievements once the base game campaign mode is finished (like completionist achievements) so expect to see more in the future! And let us know if you have any ideas for achievements!
Where's Juniper?
Last year, we held a contest on our Discord server where participants had to create an original character, and the prize was a free Steam game, HD art of the character by Jur as well as that NPC being added to the game. The winner was Juniper created by the user ZeraZero; check out the artwork of her that Jur created below.
Over the past few weeks, we've been working on implementing Juniper into the game. Here's how she's going to work:
- You will be able to find Juniper somewhere in each of the main four levels in every world (for example 1-1, 1-2, 1-3, and 1-4 in World 1).
- Juniper will be well-hidden - it will take some serious effort to find her in most levels.
- Finding her rewards the player with some unique dialogue, and a painting of the level. It also counts towards the total completion of a save file.
- Finding her in all levels rewards you with a completion bonus (which you'll have to find out for yourself once the update is released!).
The Level Builder
As previously mentioned, I've also been making a lot of progress on the Level Builder. You can check out the devlog below for a detailed video in which I showcase what I've been working on, and talk about what I plan on adding next. [previewyoutube=B5h1lhcBhcU;full][/previewyoutube] I have also been working on advanced object editors that allow you to edit the unique properties of each object. These properties include things like movement speed, movement direction, attack range, waypoints, and much, much more. The video below shows a preview of the waypoint editor in action! [previewyoutube=oPgTVGvwm_w;full][/previewyoutube] The Level Builder is getting closer to a state where I feel comfortable hosting a public testing session. The plan is to grant players access to a build featuring the first version of the Level Builder to gather feedback and find bugs. This will take place after the release of Alpha 8, which, by the way, will be the final alpha update. That's right; after Alpha 8, the next update will be Beta 1! How exhilarating!
The rest
There's a handful of other features we've been working on for Alpha 8 that I feel are also worth mentioning.
- A new lighting system has been implemented, allowing us to add better lighting to many different areas in the game (which we've already been taking advantage of in levels like 1-3 and 2-3).
- Controllers will now vibrate when you take damage (I really don't know why I've only just gotten around to adding that, the game feels much more responsive now!).
- The Maestro's throwing behavior has been rewritten to use Newtonian physics rather than a quadratic equation solver which resulted in a strangely unpredictable and unnatural-looking arc. In layman's terms, this means the Maestro is slightly less annoying (but still annoying!).
- The next and near-final level in World 3 is going to be quite special, and we've made a great amount of progress on it, however, we do not have any previews to share just yet (stay tuned, because we might have soon!).
A new patch has been released for Vibrant Venture. Don't forget to restart Steam if the game does not automatically prompt you to update! See the changelog below for details
- Fixed certain Beam Tech not starting in the correct active state
- Fixed the master volume setting not working unless you had changed the Joystick Deadzone
- Fixed the social media links in the Title Screen not being visible on certain screen resolutions
- Fixed the input labels in the World Map UI not being visible on certain screen resolutions
A new patch has been released for Vibrant Venture. Don't forget to restart Steam if the game does not automatically prompt you to update! See the changelog below for details
- Fixed the clouds in 1-1 rendering too far down
- Fixed the clouds in the end credits screen rendering too far down
- Fixed a bug in 3-C where a conveyor belt would suddenly stop working
- Fixed the timing laser in 3-3's train section remaining disabled upon exiting the section immediately after the crate has touched the sensor
- Fixed kicking the crate in the area in 3-3 with the timing laser while it's moving resulting in the crate respawning on the sensor after exiting and reentering the section
- Fixed the final laser in 3-3 activating again after dying
- Fixed shattering the Senior Rockly in 3-3 causing its hat to float in mid air
- Tweaked the design of the train roof section in 3-3
A new minor update has been released for Vibrant Venture with a couple of bug fixes and a new controller joystick deadzone option! Don't forget to restart Steam if the game does not automatically prompt you to update. See the changelog below for details.
- Added a new joystick deadzone option for controllers
- Overhauled Centeel collision generation to prevent getting stuck between segments
- Fixed a tile error in 3-3
- Fixed the walking animation playing too fast while entering the Conductor fight in 3-2
A new patch has been released for Vibrant Venture. Don't forget to restart Steam if the game does not automatically prompt you to update! See the changelog below for details.
- Fixed being able to clip through walls when using the Quantum Heart
- Fixed notification box rendering issues when using Brazilian Portuguese
- Fixed the Loyal Fairies upgrade starting you with a fairy in boss levels
- Fixed the moon in 1-3 not being visible
- Fixed the clouds in 1-3 not rendering properly
- Fixed using the dash at max speed slowing you down when it ends when moving right
- Fixed the log in 1-Boss not falling if slammed while moving at a high speed
- Fixed the Pause Menu buttons playing sound effects on mouse over while transitioning out of a level
- Fixed performing an Air Kick on an enemy close to the ground causing the landing animation to play followed by the fall animation while continuing to Air Kick
- Fixed crawling near the water surface causing the player's sprite to not be rotated
- Fixed Air Kicking into water causing the player's sprite to not be rotated for one frame
- Fixed gliding at the top of an anti-gravity field causing the player to begin rapidly spinning from constantly entering and exiting the field
- Fixed crawling into water causing the player's hitbox to remain small
- Tweaked momentum physics
A new patch has been released for Vibrant Venture. Don't forget to restart Steam if the game does not automatically prompt you to update! See the changelog below for details.
- Tweaked the animation for crates when they enter a beam
- Fixed some Brazilian Portuguese localization errors in the Shop UI
A new patch has been released for Vibrant Venture. Don't forget to restart Steam if the game does not automatically prompt you to update! See the changelog below for details.
- Fixed the lock for 3-C rendering in front of the player in the World Map
- Fixed having the OS locale set to Spanish causing the game text to render incorrectly
- Fixed Brazilian Portuguese locale not being selectable in the Options Menu
- Fixed a few instances where the text cut off when the locale was set to Brazilian Portuguese
- Fixed the controller selection sound playing for dropdowns
Please restart Steam if the update does not automatically show up for you.
Hey gamers! Vibrant Venture's Alpha 7 update is now out! This update focuses primarily on user experience improvements and updating existing features - but it does also feature a super fun new level: 3-C! This is the hardest level in the game so far, and will likely remain the most difficult level for quite some time. Despite this, the level is actually super fun, and we're proud of how the design turned out. Jur and I put a lot of effort into mixing all the mechanics and gimmicks in World 3, and we can't wait to hear what you guys think of it. Personally, it's my favorite level so far; there's so much fun movement and combos you can do. Also, the ending of the level is really something else, and I'm sure it'll catch you guys off guard!
The update also features localization support, meaning we now have the ability to translate the game into whatever language we want! I have created an open-source GitHub repository containing all the game's localization files, and anyone can contribute! For this update, I've gone ahead and translated the entire game to my native language, Danish, since I needed some second language for testing purposes. We plan on supporting way more languages in the future, and thankfully this is now possible without making any changes to the game's code! Don't forget to check out the devlog for all the details - there's quite a lot this time, and I would love to hear what you guys think about these changes! [previewyoutube=GQpgYVjxBW0;full][/previewyoutube]
Changelog
- Added a new level: 3-C
- Added localization support - the game can now support different languages!
- Added a new language option: Danish
- Added Steam Rich Presence support
- Added controller glyph icon support for the control mapper
- Added a new upgrade: Longer Invincibility
- Added a new upgrade: Loyal Fairies
- Added a new upgrade: Fairy Bargain
- Added controller support for the Pet Maker
- Added an input prompt to the Intro Cutscene
- Tweaked fairies - they now escape after taking damage, making it possible to catch them again
- Improved controller menu navigation
- Reworked Tutorial Boards
- Reworked the Town interiors
- Updated 1-1 cave lighting
- Updated the End Card: Added an input prompt and updated the grade animation
- Updated the World 3 tilemap
- Updated 3-1
- Updated the World 3 Map
- Updated the Splash Screen
- Fixed bugs
Hey gamers! The next update for Vibrant Venture, Alpha 7, is coming out next week on March 26th! The update will feature a tough but fun level with a special surprise at the end. Jurl and I have put a lot of effort into designing the level, and we can't wait to share it with you guys! There are also a ton of other new features and tweaks, like a major improvement to controller support. When the update comes out, I will post an update on Steam featuring a devlog where I show you guys the new features and changes we've been working on. Check out this quick update video in which Jurl briefly talks about what to expect: [previewyoutube=mwDep7aqFuw;full][/previewyoutube] Stay tuned!! - Pattrigue
A couple of important issues were found following the last patch... so here's another patch! Don't forget to restart Steam if the game does not automatically prompt you to update! See the changelog below for details. 6.0.4
- Fixed a bug where gems collected with the Gem Magnet prior to getting a checkpoint would respawn at the scene origin after dying and respawning
- Fixed the conveyor belts sometimes not working after dying and respawning
- Fixed a Jester Shrimp not attacking you near the end of 2-4
A new patch has been released for Vibrant Venture. Don't forget to restart Steam if the game does not automatically prompt you to update! See the changelog below for details.
- Fixed a bug where you would get stuck on conveyor slopes
- Fixed text jitter on the UI in the Title Screen
- Fixed the prompt UI rendering behind the control mapper UI
- Fixed being unable to click buttons overlapping the World Map UI
- Fixed a bug where you could use the moving hooks to clip out of bounds
- Fixed a typo in Hickory's dialogue
A new patch has been released for Vibrant Venture. Don't forget to restart Steam if the game does not automatically prompt you to update! See the changelog below for details.
- Fixed a clipping bug with Breakable Rocks
- Fixed a bug where Cardinal will always be missing from his home in 1-Town, and playing as another character would still have that character appear in the town as an NPC
- Fixed a Beam Tech in 3-3 being slightly offset allowing you to stand on it
- Fixed being able to glide in the wind in 1-Boss after it disappeared
- Fixed a tile error in the World 3 Map
- Added and tweaked a few tiles in 3-3 and 3-4 for visual clarity
A major new update is now available for Vibrant Venture!
Please restart Steam if the update does not automatically show up for you.
It's finally time to infiltrate Violastro's astral factory... This update features multiple new levels, an expansion to the World 3 Map, and many tweaks, improvements, and fixes! For this update, we put a bunch of effort into the new features and visuals. The new power-up and mechanics are unlike anything in the game so far, and they were quite challenging to design, develop and incorporate into the game, so we hope you'll like them! They play on physics and swapping in a very special way... The factory aesthetic and environment for 3-4 was something that took a long time for Jurl to get right, however, we're both really happy with the result. Check out the high-definition rendition Jurl made of 3-4 below!
We're already working on the next update, and we have big plans for the end of World 3! We can't wait to share them with you all. As always, I will fix any bugs and issues you guys encounter as fast as possible. Make sure to watch the devlog video for all the juicy details about the update and check out the changelog down below! [previewyoutube=4n42pD-j2Bg;full][/previewyoutube]
Changelog
- Added the second part of the World 3 World Map
- Added a new level: 3-3
- Added a new level: 3-4
- Added a new enemy: Mollet
- Added a new power-up: Quantum Heart
- Added the ability to skip boss fight cutscenes
- Added music to the Pet Maker
- Added a new area to the beginning of 2-4
- Added the ability to exit the town on the right side
- Added randomized Fairy Bottle drops to 1-Boss and 2-Boss
- Changed the font used in the game's user interfaces
- Rewrote the Dialogue UI to support localization in the future
- Updated Olive's design
- Updated the player movement physics
- Updated the Stealth Laser visuals
- Updated the Options Menu
- Updated the doors connecting to the second part of the World 2 Map
- Updated the lighting in the Town's temple
- Removed phase 2 checkpoints in 1-Boss and 2-Boss for balancing
- Fixed bugs
Hey everyone! The Alpha 6 update will be released on February 19th, the three-year anniversary of the very first demo we published! It's time to infiltrate Violastro's factory on the moon... This update will feature a couple of new levels with some bizarre and exciting mechanics! Tons of tweaks and changes are coming too, as well as some quality of life features like the ability to skip boss cutscenes, a highly requested feature to make no-hit boss run attempts more accessible. Here's a trailer for the update so you know what to expect! [previewyoutube=qgPdHoscpLM;full][/previewyoutube]
Hey everyone, happy holidays! Hope you all had a wonderful Christmas!
As we make our way into the new year, I want to start off by saying that Alpha 6 is nearly completed. We are working on the final features and details, and we are very happy with how it is turning out. However, as is the case with every January, I have exams all month, so we will have to push the update until after January. I will post another update when we have decided on the exact release date!
Alpha 6 will include a few new levels, many small features and tweaks, and a complete overhaul to the in-game text and dialogue system. This was done to allow localization in the future! As a result, the game now uses a free font known as LanaPixel by eishiya which supports many more language-specific glyphs than we could ever hope to support with our own custom font. We hope to translate the game to a handful of languages after the base game is completed! Our hope is that the game will support a handful of languages such as English (of course), German, French, Spanish, and Japanese. For now, though, we are happy knowing that the reworked text system makes translation possible in the future.
As for the levels in Alpha 6... well, we don't want to spoil anything, but let's just say they are very important to the campaign mode, and we really want to get them right! They have been some of the most tricky levels to design and create, and we are looking forward to getting them out.
Besides all the aforementioned features, the Level Builder is also being worked on. It already features many of the core features I plan to implement including playtesting, objects, enemies, background tiles, and more. It's something I've sunk a lot of time and passion into. I plan on releasing an early version of the level builder in the near future, however, I'm not sure when that will be as of now. In the meantime, check out these two videos to get an idea of what I've implemented so far!
[previewyoutube=65_YUJHv-rs;full][/previewyoutube]
[previewyoutube=UbV3UcKy6IA;full][/previewyoutube]
Thank you for reading and happy New Year!
- Pattrigue
A minor update has been released for Vibrant Venture! Don't forget to restart Steam if the game does not automatically prompt you to update. See the changelog below for details.
- Added unique backgrounds to the Pause Menu for each world
- Added a new notification after beating 1-Boss
- Added a new icon to Totals UI that shows when the player has not collected any Challenge Coins in a given level
- Added a new icon to World Map level UI that shows when the player has not collected any Challenge Coins in the level
- Added arrow tiles to the end of section 2 in 3-1 to help guide the player
- Changed the vine tiles to ladder tiles in 3-1
- Fixed a clipping bug caused by snapping to edges below low ceilings
- Fixed long jumping as Pistachio instantly triggering the vine stab ability
- Fixed the end card displaying 0/3 Challenge Coins in challenge levels
- Fixed dialogue responses sometimes showing old response options outside the response box UI
- Fixed closing the Totals UI with a gamepad while standing on a level entrance in the World Map causing you to enter the level
- Fixed the door at the end of the 1-2 minigame prompting you to enter it despite being locked
- Fixed a visual issue with The Maestro
- Fixed walking pets' sprites clipping inside tiles when jumping near one tile high gaps
- Fixed a few instances where Beam Tech tiles would cancel the player's slide kick
- Fixed being able to stomp enemies not inside anti-gravity by walking into them while in anti gravity
- Fixed a few areas in 3-1 and 3-2 where playing with 100% zoom would show missing tiles
- Fixed a few tile errors in 3-1
- Fixed a few tile errors in 3-2
- Fixed a few tile errors in 2-2
A new patch has been released for Vibrant Venture. Don't forget to restart Steam if the game does not automatically prompt you to update! See the changelog below for details.
- Updated the credits message at the end of the game
- Updated the end of 3-1 to make it more balanced
- Fixed being able to stomp the Jester Shrimp shells before they got launched
- Fixed a camera snapping issue occurring in several levels
- Fixed some tile issues in 3-1
- Fixed a camera issue in 3-1
Another small patch to address a few things I missed in the last one. Don't forget to restart Steam if the game does not automatically prompt you to update!
- Fixed Challenge Coins not turning gray when completing a previously completed boss no-hit challenge
- Fixed a memory bug causing an invisible wall tot block the top camera bounds after completing 1-Boss
A minor update has been released for Vibrant Venture. This update addresses some bugs and design issues, and includes a new "no-hit" challenge for bosses! Don't forget to restart Steam if the game does not automatically prompt you to update. See the changelog below for details.
- Added no-hit challenges to 1-Boss and 2-Boss - beating the boss without being hit now awards a Challenge Coin
- Updated an area in the first section of 3-1
- Increased the speed of Challenge Coin animations
- Fixed the Maestro being able to damage you while jumping off screen
- Fixed the timer in 2-Bonus not starting when quick restarting the level
- Fixed an invisible wall appearing when dying in 2-Boss and the challenge section in 2-1
- Fixed a tile error in 2-4
A new patch has been released for Vibrant Venture which addresses one single (but annoying!!) bug introduced in patch 5.0.4 (oops). Don't forget to restart Steam if the game does not automatically prompt you to update!
- Fixed a bug where an invisible wall would block you from jumping in the challenge area in 2-1 and the arena in 2-Boss
A new patch has been released for Vibrant Venture which addresses even more bugs and issues. Don't forget to restart Steam if the game does not automatically prompt you to update! See the changelog below for details.
- Updated the Conductor's out of breath animation
- Fixed several tile errors in 3-1
- Fixed Azura's Dash capping your speed
- Fixed crates not being pushable by Banana's Slam while facing away from them
- Fixed the camera not being able to keep up when moving very fast horizontally
- Fixed the ceiling collisions and death planes in 1-Boss not matching the camera bounds
- Fixed the log in 1-Boss being visible on 4:3 aspect ratios
- Fixed the Pet Maker's pet selection screen not being fully visible on 4:3 aspect ratios
- Fixed the "Level Complete" text on the level completion screen not being fully visible on 4:3 aspect ratios
A new patch has been released for Vibrant Venture which should address all the bugs and issuses reported thus far. Don't forget to restart Steam if the game does not automatically prompt you to update! See the changelog below for details.
- Updated the Beam Tech laser sprites to make them easier to see
- Fixed the sky cutting off in 1-1 on 4:3 screen resolutions
- Fixed the camera showing areas out of bounds in certain areas on 4:3 screen resolutions
- Fixed the camera being too zoomed in during the Madeline boss fight on 4:3 screen resolutions
- Fixed bound issues occurring during the second phase of the Madeline boss fight
- Fixed Brachin Goo's hitbox being too large
- Fixed crates not falling when a crate below is pushed away just after the top crate lands
- Fixed tile errors in 3-1
- Fixed the floating buildings in the 3-2 background
- Fixed a dark line appearing on a Fluppy in the World 2 Map
- Fixed a dark line appearing on Beam Tech lasers
- Fixed two Maestro and the Conductor not being visible in the World 3 Map
- Fixed pets rendering behind the Vibrants in the town
- Fixed pets rendering behind the rocket after its lid opens
- Fixed Brachin Goo being too hard to see in 2-3 near a pit at the end of section 1
A major new update is now available for Vibrant Venture! Please restart Steam if the update does not automatically show up for you. This update features multiple new levels, a new world, the town and lots of overhauls, improvements and fixes! Several old systems have been completely rewritten from scratch in this update, most notably the audio system. This ensures the game no longer consumes more memory when we add new sound effects and music like with the old system! We have been working on this update for over half a year now, and we are very excited to finally share it with you all. In the future, we will try to limit the scope for the updates a bit more so that we can get smaller updates out more frequently. As always, I will fix any bugs and issues you guys encounter as fast as possible. Make sure to watch the devlog video for all the juicy details about the update and check out the changelog down below! [previewyoutube=vuHW_y1CTzs;full][/previewyoutube] Changelog
- Added the Town with NPCs
- Added a new hub level in World 2
- Added a new cutscene when entering World 2 for the first time
- Added the first part of the World 3 World Map
- Added a new level: 3-1
- Added a new level: 3-2
- Added new music to the World 2 World Map
- Added a new enemy: The Maestro
- Added a new enemy: Rockly
- Added a new boss: The Conductor
- Added a death counter to the Title Screen
- Added gold buttons for when you have 100% completed a level
- Added new visual effects to the Double Jump
- Added a new Sound Effects system and reimplemented each individual sound effect
- Added a new setting that allows you to skip the intro animation when restarting levels
- Buffed Pistachio's Vine Stab - it can now pogo on the ground
- Buffed Pistachio's Glide - it now starts with a small vertical boost
- Nerfed Azura's Homing Attack - it can now miss the target
- Tweaked 2-Boss
- Updated the Spring sprite
- Updated the Notification UI
- Updated the World Map UI
- Updated the Title Screen animation
- Updated the slope physics system
- Updated visuals in 2-3
- Updated the Pet AI
- Rewrote the Player Animation system
- Rewrote the Transitions system and reimplemented the loading animation
- Rewrote the Sprinting system
- Reworked the World Map interaction system
- Reworked camera bounds
- Optimised and restructured many existing features in the game
- Fixed bugs
Vibrant Venture's Alpha 5 update will be released on October 2nd!
This update has been in the works for SO LONG but it's finally being released! [previewyoutube=Mp3BWZBf7MA;full][/previewyoutube] Alpha 5 will feature a brand new world - World 3 - called Lonely Lunaria where the Vibrants must infiltrate Violastro's base of operations! There's many more new features, though - stay tuned!!
Hello! Hope you're all doing well. The next update for Vibrant Venture - Alpha 5 - is shaping up! We still cannot say when the update will be released, so stay tuned for the release date announcement. In the meantime, check out this new gameplay teaser for World 3! [previewyoutube=UPRZxSs3CMk;full][/previewyoutube] More to come soon!
A minor update has been released for Vibrant Venture featuring many fixes and a few minor tweaks - for example, walking pets now become metal and walk underwater when the player has the Iron Oyster!
- Walking pets now become metal and walk underwater when the player has the Iron Oyster
- Updated the hitbox of the submarine in 2-Bonus
- Adjusted a platform in the final section of 2-4
- Fixed a bug where killing a Centeel would sometimes softlock the game
- Fixed multiple camera issues in 2-C
- Fixed sloped Brachin Goo not damaging the player while swimming
- Fixed the swoop attack not dealing damage properly in 2-Boss
- Fixed getting stuck in the fall animation when homing attacking underwater while there is a ceiling above you
- Fixed a crash happening when dying at the end of a Grand Fluppy's charge
A minor update has been released for Vibrant Venture featuring updated water colors and new shell physics for the Jester Shrimps. Shell physics are now slower underwater and they interact properly with slopes. For Purple Shrimps, the shells now bounce properly while the Gold Shrimps' shells do not bounce at all.
- Updated water color in 2-3, 2-4, 2-Boss and 2-C
- Updated bubble particles
- Updated Jester Shrimp shell physics
- Added bubble particles to underwater Jester Shrimps
- Added bubble particles to underwater Jester Shrimp Shells
- Added a bounce sound effect when Jester Shrimp Shells bounce off of surfaces or other shells
- Fixed water splashing not working properly when shells hit water
A major update is available for Vibrant Venture featuring five new levels as well as many tweaks, fixes and optimizations! Definitely the biggest update yet! Please restart Steam if the update doesn't show up for you. The new features and our future plans are discussed in the following video: [previewyoutube=N_1kkeiJl44;full][/previewyoutube] Also, here's the new gameplay trailer! [previewyoutube=eDWtvaf_g9M;full][/previewyoutube] In this update, I rewrote and refactored major internal systems - basically things you won't notice unless you peak at the game's code! For example, I spent about a week completely rewriting the enemy system using a much more scalable approach which has already proven extremely useful when I began developing new enemies for Alpha 5. The reason I do this is to ensure a more fluid, long-term development process by preventing scalability problems caused by old code. Outdated and poorly written code often produce bugs that are extremely difficult to fix, so I'd rather remake old code than constantly patch up bugs. After all, this is the first game I've ever written, and I will gladly admit that the code I wrote during the first year of development was of poor quality. Many games fall victim to this, as developers often overlook maintaining existing systems, however I do my best to ensure that even the code I wrote years ago is up-to-date and can scale with future requirements for the project. I have learned a lot about object oriented programming this year at university and have incorporated those paradigms into Vibrant Venture's codebase to the best of my abilities, thus ensuring a smoother development where bug fixing doesn't take all of my time. The only drawback is that I spend a lot of time redoing old things and not developing new features, however I believe it will ultimately be beneficial in the long run. Regardless, I hope you enjoy the new update! Changelog:
- Added a new level: 2-3
- Added a new level: 2-Bonus
- Added a new level: 2-4
- Added a new level: 2-Boss
- Added a new level: 2-C
- Added a new power-up: Iron Oyster
- Added a new enemy: Pokeprey
- Added a new enemy: Centeel
- Added a new enemy: Jester Shrimp
- Added the last part of the World 2 Map
- Updated various old sprites
- Updated Cardinal's Air Kick
- Updated the Level HUD
- Updated 2-2 tile visuals
- Updated lighting system
- Rewrote all enemies
- Rewrote music system
- Rewrote level HUD
- Rewrote and rebalanced the scoring system
- Rewrote major aspects of cutscenes
- Optimized and refactored multiple systems
- Fixed bugs
Hey everyone! We now have an official release date for Alpha 4 - February 20th! I also just dropped a hot World 2 trailer on our YouTube channel showcasing a bunch of new stuff coming in the next update! [previewyoutube=PnqFkulPCng;full][/previewyoutube] We decided to push back the update a few weeks since my next semester at university starts in early February. That means I wouldn't be around when the update releases! It also means I wouldn't have time to fix any bugs or issues you guys might encounter! I need pay full attention to my studies when a new semester starts. As soon as we're a few weeks in, things have usually calmed down a bit, meaning I have more time to address issues and work on the game. I apologise for the delay but I hope you understand! <3 - Pattrigue
A minor update is available for Vibrant Venture featuring bug fixes and new quality of life features in the Pet Maker. Please restart Steam if the update doesn't automatically show up for you. Changelog:
- Added image flipping in the Pet Maker
- Added support for importing images smaller than 32x32 pixels into the Pet Maker
- Updated the World Map sprites for Fluppies and Grand Fluppies
- Fixed the pause menu to staying open until dying when quick restarting while the music in 2-2 is changing
- Fixed the game softlocking when quick restarting upon entering the third section trigger in 2-1
- Fixed music stopping when fast traveling to a different level by opening the Totals Menu through the the Pause Menu in the World Map
- Fixed the Pause Menu reappearing and allowing you to walk around while open after fast traveling to a level in the World Map
- Fixed warping around the World Map when walking, pausing and fast traveling via the Pause Menu
- Fixed the fog covering 2-2 cutting off in the World Map
- Fixed getting damaged by a Clawmad after having already killed it by kicking or dashing
- Fixed a visual glitch when trying to Wall Slide on steep ceiling slopes
- Fixed the Seedle minigame in 1-4 not resetting when exiting the area
A new update is now available for Vibrant Venture! Please restart Steam if Steam does not automatically detect the update. All the new features, as well as plans for the future, are showcased and discussed in the following videos: [previewyoutube=gsSF5pT3toA;full][/previewyoutube] [previewyoutube=lJG8iPsb8XU;full][/previewyoutube] The full changelog can also be found below. As always, let us know if you run into any issues - we're most active on our Discord server, so if you want to get in touch, consider joining it: https://discord.gg/g9vdH3 Have fun! Changelog:
- Added the first part of the World 2 Map
- Added a new mechanic: Swimming
- Added a new level: 2-1
- Added a new level: 2-2
- Added the Pet Maker
- Added the Pet System
- Added Steam Workshop support for the Pet System
- Added a Notification System
- Updated the Pause Menu
- Updated the Totals Menu
- Updated the World 1 Map layout
- Merged the Level Select Menu with the Totals Menu
- Rewrote the Checkpoint System
- Fixed bugs
A new update is now available for Vibrant Venture! Please restart Steam if Steam does not automatically detect the update. All the new features are showcased in the following devlog video: [previewyoutube=VOM4gObjMtA;full][/previewyoutube] The full changelog can also be found below. As always, let us know if you run into any issues - we're most active on our Discord server, so if you want to get in touch, consider joining it: https://discord.gg/g9vdH3 Have fun! Changelog:
- Added a new level in World 1
- Added a shop which currently has six unique, purchasable upgrades
- Added diagonal movement in the World Map
- Added Steam Cloud saving
- Added save file completion percentage in title screen
- Added a "quick restart level" bind in the control mapper
- Added a level timer on the HUD (can be enabled in the options menu)
- Added personal best notifications in the level completion screen - the game now notifies you when you beat your best gem score, best time or high score in a level
- Added a character wheel layout editor - you can now customize the character wheel fully by repositioning each character as you see fit
- Cursor now disappears after inactivity
- Updated the World Map layout
- Improved movement around corners and edges in levels
- Improved control mapping
- Minor tweaks to Banana's abilities
- Nerfed Madeline slightly
- Fixed bugs
A new update is available for Vibrant Venture! (Alpha 1.1.0) Many bugs have been fixed, and you can now swap characters in the world map! Please restart Steam if the update doesn't show up for you. ALPHA 1.1.0
- Added the ability to swap characters in the world map
- Added a checkpoint in the ball roller
- Tweaked Banana's wall sliding to allow sliding up walls
- Tweaked the rocks in Madeline's boss fight to make aiming more forgiving
- Fixed a bug where some sound effects' volumes ignored the sound effects volume option
- Fixed a crash in the control mapper
- Fixed a bug that caused Madeline's death cutscene to end abruptly
- Fixed a bug that caused Madeline's death cutscene to play in normal time instead of slow motion
- Fixed being able to skip the cutscene that transitions to Madeline's 2nd phase
- Fixed a bug where vine stabbing near crawling areas caused clipping and weird sliding
- Fixed being killed randomly in tight areas
- Fixed a bug that softlocks you if you jump over the ball stopper in 1-4's ball roller
- Fixed Cardinal's animations acting weird when air kicking into a spring
- Fixed a bug where the totals menu showed levels out of order
- Fixed an out of bounds bug in the Madeline boss fight
- Fixed a bug where the player sprite would stay gray and constantly emit sweat particles
- Fixed not being able to delete save files using a controller
- Fixed a bug where the background in 1-1 would cut off
- Fixed a bug where unrecognized save files (i.e. corrupted files) would cause the game to softlock
Vibrant Venture
Semag Games
Semag Games
2020-07-24
Indie Singleplayer EA
Game News Posts 83
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Overwhelmingly Positive
(565 reviews)
https://store.steampowered.com/app/1264520 
Vibrant Venture Depot Linux [628.2 M]
The game features four playable characters each with two unique abilities. By switching between these characters, you can combine their abilities for extremely versatile, fluid and fun movement! The main focus of the game is traditional platforming combined with responsive and open-ended controls in a challenging environment. This also means there are often multiple ways to clear different sections!
- OS: 64-bit OS
- Processor: 2.0 GhzMemory: 500 MB RAM
- Memory: 500 MB RAM
- Graphics: 128MB
- Storage: 200 MB available space
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