- Fixed controller switching back to mouse and keyboard when using joystick clicks - Fixed controller switching back to mouse and keyboard when moving the mouse - Switching from controller to mouse and keyboard now require any keyboard key to be pressed
[ 2024-05-26 15:47:03 CET ] [ Original post ]
Preparing for the upcoming Steam Puzzle Fest I noticed a surprising amount of issues related to the input system, weither it is mouse and keyboard or controllers, so I decided to refactor it entirely. It is now more stable than ever and easier to manage any bugs related to it.
Every stutter weither it is player movement related or slab interaction have been fixed.
Visuals related to inputs have also been reworked, with new animations and designs.
Menus always have been looking a bit off compared to gameplay visuals, so I added proper buttons sprites. It is more readable, but the pause menu might need some more work on that regard.
Changelog
Features New movement selection visuals New teleport slab VFXs Smoother camera follow Smoother player movement Smoother player slabs interaction New menus button visuals Move tracks interaction animations Improvements Level 2 time quest objective increased (10 => 12) Level 3 time quest objective increased (3 => 5) Level 4 time quest objective increased (5 => 8) Faster menu navigation transitions Smoother bounce when interacting with a directional slab Smaller main menu buttons Smaller main menu game title Faster in-game HUD animations New current slab empty sprite Fixes Fixed being blocked right between two wall slabs not calling game over Fixed wall slab rotation not completing when reaching the exit Fixed controller navigation not working in the quick settings panel Fixed animation stutters when selecting levels Fixed spamming confirm when reaching the exit triggering leave to menu Fixed keyboard command prompts being visible when pausing the game Fixed pressing escape not pausing the game Fixed pressing start button on the controller not closing the pause menu Fixed leaving to menu not exiting to level selection Fixed moving right at the start of a level creating a camera stutter Fixed move tracks not resetting when cancelling last player movement Fixed current slab image position when all quests have been completed
[ 2023-03-25 16:02:58 CET ] [ Original post ]
*Screen resolution detection fix *Fullscreen now prevent mouse from leaving the screen *Audio controls now use logarithmic scale
[ 2022-11-06 18:10:39 CET ] [ Original post ]
Rebranding
In this update, we are changing the name from AHEAD to Libe! Since the game came out, we faced multiple difficulties to find content of our game on social platforms, even though there are. The thing is we thought our game should have a name that tells a lot about the gameplay but failed at picking the right name. Indeed, AHEAD was telling the story right away : you can only go straight ahead once you start moving, you have to plan ahead your moves to complete each level... but "ahead" is way too common of a word and we obviously made a huge mistake. So we finally decided to go with Libe, which tells quite a bit less about the gameplay, but as a contraction of light and cube, which are what sentinels that you play as in the game are, it is more unique, and still suits the game as the story relies heavily on the character having lost its light and its journey to recover it. That is exactly what we tried to convey in the opening shot of our trailer and now the name goes along with it. We hope this will make a difference and that we will finally be able to find our players' content on social medias more easily from now on. If you've made any content on the game feel free to share it with us by including it directly in your Steam review or on Twitter by tagging us @StarvingFoxStd, we'd be happy to bring it the attention it deserves.
Icing on the cake
Alongside the rebranding, we wanted this update to bring a new breath into the game so we spent some time looking for stuff to improve, and the list grew pretty fast to be honest. From confusing icons, to clunky animations, or even things that were straight up not working when we thought they were (oops), the time that passed since the initial release allowed us to see the game differently and find what needed to be improved. The game is overall more refine, smoother, and better-looking. The trailer also got an update. We still have some work to do on the game and we'll be shooting small updates here and there to improve your experience even further, make sure to include what you would like to see added or improved in your review so we know what to prioritize.
Linux Support
Libe has been supporting Linux for sometime now, but the Linux version never made it to Steam before. It is now available and has been ported using Ubuntu.
Soundtrack DLC
Want to jam to the game music and support us? Check out the game soundtrack DLC here!
Changelog
Features Added player slab color interaction Added player additionnal light diffusion layer Added player light corners Added SFX mute button in the quick settings in-game menu Added main menu buttons interaction animation Added keyboard hotkeys Added camera mouse panning Improvements Overall optimization Smoother animations Smoother slabs interaction Smoother camera zoom Better controller/keyboard mouse switch detection Faster menu transition animations Finished objectives are now highlighted in green instead of the text being strikethrough New back to menu icon New moving arrows New trailer Skip panel display delay set to 180 secs (previously 60) Fixes Fixed music volume slider not working when music is muted Fixed section button displacement when coming back from level selection Fixed multiple movement inputs blocking the game loop Fixed current language flag being displayed in the language picking list Fixed section selection opening orientation animation Fixed player stopping distance when there are no slabs
[ 2022-07-17 13:37:58 CET ] [ Original post ]
🕹️ Partial Controller Support
- ARCADE MAIN CONTENT [464.49 M]
-
Somewhere between light and darkness, sentinels are what's keeping the world secure from darkness' dangers. As one of them, you wake up to your energy being stolen, and sense the menace growing. Your journey to retrieving your light begins, and many obstacles are on your path.
SLAB BASED
Libe is a slab based puzzle game, in which every movement is decisive and which in you'll have to step up your logic talents to finish the hardest levels.
From slabs that stop, redirect, turn, teleport, block, or can even destroy you, you'll have to carefully look at where each path can lead you to, to eventually reach the exit.
50 LEVELS
Plan ahead your next move to not get stuck or get vaporized before reaching the exit of the 50 different levels and pick enough energy prisms to bring your light back to life. Without your full energy you can't stop moving until you hit a wall or interact with certain slabs so you have to be careful what will be the consequences of your choices.
- OS: Ubuntu or equivalent
- Processor: Intel Core i3Memory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: 1 GB. Shader Model 3.0+
- Storage: 500 MB available space
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