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A new patch has been released for Vibrant Venture. See the changelog below for details.
A new patch has been released for Vibrant Venture. See the changelog below for details.
This patch fixes one (1) extremely annoying bug - exiting the game right after beating a Gauntlet Level would toss your progress into the void, forcing you to beat it again. Not anymore.
This patch fixes an issue preventing custom levels created with the Beta 6 version of the game from being played when downloaded from the Steam Workshop. Yep, that's all!
I've fixed a few bugs in the Level Builder that were missed during testing - apologies for any inconvenience! See the changelog below for details.
[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
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.
A new patch has been released for Vibrant Venture. See the changelog below for details.
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.
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.
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:
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.
A new patch has been released for Vibrant Venture. See the changelog below for details.
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.
A new patch has been released for Vibrant Venture that fixes a few minor bugs! See the changelog below for details.
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.
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!
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.
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.
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.
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!
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.
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!!
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:
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
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
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
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
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.
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.
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.
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.
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
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.
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.
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.
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.
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!
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.
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!
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.
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.
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
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!
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.
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:
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:
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:
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:
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
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