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Revert the change that made the star/gem really big when you beat a level.
Level 100 changes:
Deadzone settings weren't properly loading in levels. Shoule be fixed now.
When you crash, the timer remains visible (and shows the time that you crashed).
Changed the built-in speedrun timer from an on/off toggle to a selector with multiple different speedrun types: 1. Total Playtime: Same as the old behavior, just an on-screen timer that counts up. 2. Any %: Stops the timer when you beat the game. 3. All Stars: Stops the timer when you have all stars. 4. [spoiler]All Rainbow Gems: Stops the timer when you have all rainbow gems.[/spoiler] I haven't tested super thoroughly, so apologies if they don't work in all cases. Also you can change speedrun mode at any time, but it works best of you use them on a new or reset profile.
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Updated the Survival Mode leaderboard so it's sorted properly by Level > Lives > Time and added a flag to show it people quit + continued or not.
Unfortunately these changes required resetting the Survival leaderboard. If you would like to see the old leaderboard + replays, you can switch to the "old_survival
" branch.
* Also fixed the bug where SFX could go crazy in Jackpot if your ragdoll hit a peg.
I finally did it. Options -> Misc -> Show Crashes. You can change it, but if you have it turned off while you stream I'll be sad.
I decided to finally get rid of Flubber and Bouncer, the two unanimously voted worst levels. Flubber was too hard and not fun, Bouncer was just sorta nothing and placed way too late in the level progression. This update adds 2 new levels, and moves Three Strikes to be much later in the level progression (it went from 35 -> 64). The new levels are levels 35 and 75. I hope you like them!
PogoChamp now works properly on Steam Deck! Unfortunately it won't show "Steam Deck Verified" on the store page until Valve gets around to verifying it. Official PogoChamp merch is also available at https://pogochampgame.com/merch (unfortunately, there are no PogoChamp pogo sticks... yet.)
It turns out the old $9.99 price was too high. While I do think the game is worth that price, I understand that it doesn't "look like" a $10 game. So I've decided to permanently drop the price to $2.99, in the hopes that it will inspire people to try it out on a whim. Thank you so much to everyone who purchased at the old price. It really meant a lot to me to know that people agreed that the game was worth that price <3
When you save a replay you can now immediately view it without having to go back to the Main Menu.
The displayed times only show 1/100th second, but the actual recorded number has more than 1/1000th second accuracy. Because of this, if a star time was "4.00", and your best time was "4.001", it would look like you matched the star time, but the star wouldn't unlock.
It was pretty sad when you crashed in that area, so I made the trigger box bigger.
* Fixed a bug that caused the end game cinematic to play when completing ANY level, not just the final level. Video of it happening can be seen here * Fixed various warning messages in the end game cinematic scene.
It was too small and people would get weird bounces if they the ramp too slowly.
Fixed a bug where replays that exceeded 300 m/s caused playback to be choppy. Thanks WaltzingDucks, lol.
BUG FIX: Survival Mode UI got messed up when you used "Reset Level" from the pause menu.
I completed Survival Mode for the first time this morning, and it.... didn't go well, hahaha. It should work now.
Some bug fixes / improvements, mostly around Survival Mode. Thanks everybody who played Survival Mode recently and brought these to my attention!
BUG FIX: The star gates in the "Laboratory" area of the Level Select were misplaced by a little bit.
Turns out leaderboards and best times were only saving at 1/100th of a second, when they were supposed to be 1/1000th. Happy record hunting!
This update changes the physics timestep to be more accurate.
The "built" version of the game has slightly different script execution timing, which caused the "Next Level" arrow to appear much earlier than it was supposed to. Also fixed: * Improved lighting on Jailbreak. * Fixed Null Pointer Exception when objects without materials are in front of your character (triggering the "see through" mode).
A couple of small bug fixes that have been found since 1.0 * The "Next Level" arrow was displaying incorrectly. * Fix a bug with the end-game credits that caused the next level you load in to be 2D.
A couple of recent streams have shown issues where an input device seems to be firing tons of improper inputs without the person actually pressing anything. I've added some code to detect situations like this, and a menu that allows users to enable/disable specific input devices. You can open this new menu by holding down ~ or start for 2 seconds, but if you haven't had any issues then you shouldn't need to mess with this menu.
This week was also focused on marketing and key distribution via Keymailer. In terms of actual game changes, this week was some small bug fixes and adding a couple extra options to the UI, like showing your attempt number and hiding the mouse cursor. I've also finally figured out a good idea for the final completionist cutscene, so I'll be working on that this week.
This week was mostly a marketing week, but I did fix a few bugs. The marketing push has been going pretty well, been sending out lots of keys via Keymailer, and that has resulted in a couple of people streaming it on Twitch every day so far. Unfortunately so far those streams and views haven't translated into increased sales, but I'm having a lot of fun watching a bunch of new people play the game!
I spent this week working through some of my backlog, adding various sound effects, fixing bugs, and working on some new stuff like cutscenes and new options. Progress toward 1.0 is going well, though I do need to think of one more achievement to add. Let me know in the comments if you have any ideas!
Today marks a huge milestone for PogoChamp development. With this release, all of the planned levels are now playable! It has been almost 1 year (362 days) since the Early Access launch, and it feels amazing to call the game "content complete" at this point. (Until I think of something else "really cool" that I can't help but add.) This marks the end of any planned new levels, but I'm not done working on PogoChamp. There are still a few features I plan to add, and lots of places that need more polish & attention.
Whoops, it's not Saturday!? Sorry for the delayed update post! I had some family in town for the weekend and honestly just sort of lost track of time. I've been working on the "Final Level" and related cutscenes, and it's pretty exciting getting close to a "completed" game. There's still a bit of work to do before it's ready for release, but it's all coming along pretty well so far! There's no visible changes to write about this week. I'll be going on a vacation starting Wednesday for 8 days, so the next update post will come out on April 9. The plan is to have working versions of the final level & cutscenes as part of that release, but the official "1.0" will be at a later date after I've finished the completionist cutscenes and some other features & polish I've had on my backlog.
I've been working primarily on the final level & related cinematics. Still a decent chunk of work to do, but they're coming along very nicely! In the mean time, here's the last "normal" level:
I'm hard at work on the final level stuff! It's coming along pretty nicely, so expect to see it pretty soon! I also made some important bug fixes this week which I released early.
The previous hotfix for "dud jumps" accidentally broke swimming completely. It's fixed now.
Fixed a couple of bugs that caused "dud jumps" in specific circumstances. Will add some more info in the weekly update post, but wanted to push this update ASAP.
Hey everybody! It's been a few weeks, but I'm super glad to be back. Thanks so much to everyone who wished me well during the time I was away. Fortunately the family emergency wasn't life threatening, and everyone is doing very well now. In terms of PogoChamp, I'm on the home stretch! Getting so close to 1.0 I can practically taste it. I decided to finally make some levels that I think are on par/harder than Wall To Wall. For reference, Wall To Wall has been around since the game had like 40 levels, and as new levels were made they kept pushing it further and further back in the level order until now where it's level 96! It's about time there were some new "final levels"!
An unexpected family emergency means that I'll be away from my development computer for an unknown amount of time. During this time I'll be mostly unable to work on PogoChamp, so there won't be weekly updates. I don't have a firm "when I'll be back" date, but I expect this to last a few weeks at minimum. Fortunately everyone is (now) safe and recovering, but there's still a decent amount of time before things are back to normal. I'm still super excited about finishing the game and getting to the 1.0 release, so don't worry, it's still happening. Thanks for your patience, Jake PS: This was supposed to auto-post a few days ago, but I guess I didn't set it up right.
This week I spent my time primarily working on end-game cinematics & stuff related to the final level. It's all still work-in-progress, so I don't have anything to show off quite yet. I also started working on 2 more levels, which will probably be ready by next week. There's just a little bit more work to do before PogoChamp can exit Early Access and officially "1.0", so if you've got any feedback or level ideas, let me know!
Surprise! Three more new levels! I wasn't expecting to finish 6 new levels in the last 2 weeks, but when you've got ideas (that aren't too complicated), the levels just pour out. This brings the grand total of levels to 96!!! Meaning there's only 4 more levels before the game is "content complete". Over the next few weeks I'll be working on new levels, cinematics, and some features that I've been neglecting like control remapping, in preparation for the 1.0 launch! No official date for that yet, but I'll let you know once I know!
This update is all about the brand new Bazooka power up. Three brand new Bazooka-focused levels brings the level total to 93!!! Just 7 more levels before PogoChamp can "1.0"! It's so close I can practically taste it!
Wow it's 2022. Did I think PogoChamp would be done by now? Yes. Am I proud of how much I've accomplished? Absolutely. Do I think 2022 will be the year PogoChamp 1.0s? Definitely. With this update PogoChamp has 90 levels!! That means there's only 10 more to go until I reach my goal of 100! After taking a nice vacation I'm feeling energized and creative, and I have high hopes that I can make the final 10 levels fun and interesting for you all!
* Fix incorrect collider size in pot power up for Getting Over It. * Fix bug where pot power up disappeared if you hide + unhide a ghost in replays. * Fix position of "Under Construction" sign in level select.
I spent this week working on a new level that has gotten a little bit out of hand. The idea for the level is that it's a diamond heist, and it made sense to me for that to take place inside a museum, so I've been working on a bunch of museum-y decorations.
I hope you all had a nice Thanksgiving break, mine was pretty cool. I got my Dad to play PogoChamp for the first time. He pretty much mastered the "beat a level without touching the joystick" strategy (he's 80). Overall the break was a nice rest, and I feel recharged and have a bunch of ideas for new levels! Currently all the new level stuff is in-progress, so nothing to show quite yet, but I did fix a whole bunch of bugs this week. My time is also still split between PogoChamp and FeedbackBot, so there's not quite the cadence of new PogoChamp stuff that there was back in September/October.
This week I really only worked on some minor Linux support issues. There are still a few issues remaining, like certain shaders not displaying properly (conveyor belts!), and a weird issue where half the text in the UI just disappeared for unknown reasons. I'll be skipping the Weekly Progress Report next week due to Thanksgiving. I'll be away from my development PC for most of the week, so won't have time to make any real changes. But there is good news! I'll be having [read: "forcing"] some of my family to play PogoChamp for the first time, and any time I run a playtest with brand new players it gives me some good ideas for new levels / improvements, so look forward to those in the coming weeks.
This week was mostly a week off, but I did manage to make a pretty significant performance improvement/bug fix. I took some time off of PogoChamp this week to work on a different project I made: FeedbackBot. A Discord policy change means that I need to rewrite the bot before April 2022. Since I didn't have any great level ideas for PogoChamp right now, I figured I'd start working on that rewrite while I think of some new ideas. I've also been playing a bunch of Forza, lol.
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