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Name

 Freedom Planet 2 

 

Developer

 GalaxyTrail 

 

Publisher

 GalaxyTrail 

 

Tags

 Indie 

 

Adventure 

 

Singleplayer 

Release

 2022-09-13 

 

Steam

News

 46 

 

Controls

 Keyboard 

 

 Mouse 

 

 Partial Controller Support 

 

Players online

 n/a 

 

Steam Rating

 n/a 

Steam store

 https://store.steampowered.com/app/595500 

 
Public Linux depots

 Freedom Planet 2 Linux [2.7 G] 



Game is not tagged as available on Linux on Steam.
Linux is not in the OS list.


LINUX STREAMERS (1)
durand_71421




Boss Rush Update! Now Available on Consoles!

Today is a big day for Freedom Planet fans - Thanks to our partners at XSEED Games, Freedom Planet 2 is now available on Nintendo Switch, Sony PlayStation 4/5, and Xbox One/Series S! To coincide with this release, we have added two brand new Boss Rush challenges to the Battlesphere that will truly test the mettle of experienced players.

Boss Rush: Division 1 is available in the postgame after collecting all Time Capsules and achieving the extended ending. This challenge covers the first 17 boss fights. A central hub between fights allows you to heal up and select one of the five elemental shields to aid you for the next encounter.

Boss Rush: Division 2 covers the boss battles from the second half of the adventure, and becomes available after clearing Division 1. This challenge covers the boss fights from the second half of the game, including the final encounter with Merga.

In addition to this new challenge, we have another round of bugfixes and refinements thanks to your feedback! You can read the full list of changes below.

Lastly, we wanted to mention that while the console versions of the game have been localized into multiple languages, we are still waiting for the necessary source code to implement this in the PC version. Bringing these localizations to PC is something we very much desire, so we'll keep you updated in the future. Thank you for your patience!

Thank you all again so much for your unwavering support over the years, and we're super excited that we can bring Freedom Planet 2 to a whole new audience!

General
- Boss Rush Division 1 and Boss Rush Division 2 are now available in the Battlesphere after achieving the extended ending on a save file.
- Edited player's camera zoomout logic to be closer to behaviour present in previous versions.
- Fixed a handful of minor issues related to badge requirements properly fulfilling.
- Fixed an issue where the reduced stock cost from Cheaper Stocks did not actually match the amount indicated in the UI.
- Fixed an issue where Neera's cutscene with Askal in Shuigang was not skippable.

Lilac
- Fixed hold-to-attack logic interrupting Lilac's Divekick with Hair Whip if the player held the Attack button for too long after performing Divekick.
- Fixed hold-to-attack logic interrupting Lilac's Ground Cyclone with Hair Whip after jumping if the player held the Attack button for too long after leaving the ground.
- Fixed being able to mash the Attack button during Lilac's Ground Cyclone to prolong its duration indefinitely.

Milla
- Milla's Super Shield Burst created from the smallest cube size should now properly unlock Super Shield Burst Finish badge.

The Battlesphere
- Fixed an issue with the Blast from the Past challenge in which the platform that spawns at the end of the challenge would disappear if the player was standing on one of the far edges during the stage clear screen.
- Fixed an issue where the OHKO brave stone would not apply when fighting Nalao Lake's boss in the Battlesphere

Auditorium
- Fixed an issue where skipping the second cutscene would prevent the player from pausing until the level ended or the player was defeated.

Palace Courtyard
- Badges related to defeating a boss with a specific attack should now be properly rewarded when defeating Duality with those attacks.

Zulon Jungle
- Fixed an issue where the Star Card could spawn inside a wall, causing a softlock.


[ 2024-04-04 15:45:34 CET ] [ Original post ]

Version 1.2.8r is Live! Console preparations and more fixes!

Hello Avalicians! With a little over two months left until our console launch, we're continuing to work on fixes and tweaks for the PC version of Freedom Planet 2. Thank you again for your reports and we'll keep at it!

General
- In the Album menu, photos are now only flagged for deletion by pressing the Guard button, and the menu will now return players to the Album after deletion is complete.
- Made some adjustments to prevent warnings from appearing in the wrong spot when the camera is zoomed out in certain locations.
- Aqua Troopers have updated sprites.
- Fixed extended scenes being shown during the ending if all the necessary items have been obtained but not used, therefore not completing the extra stage.

The Battlesphere
- Fixed a potential softlock in Beginner's Gauntlet.
- Fixed an issue where the player would appear at the wrong spot in Flip Fire Gauntlet.
- The player's starting position in the Beast Three arena is now in the arena's center, which should match the Adventure mode's fight start.
- Edited Activation parameters for various elements in Shell Growth fight.
- Increased vertical scale of water BG sprites in Shell Growth fight.
- Attempted to fix a softlock in Mecha Madness.
- Various Merga's forms now have their arena "borders" symmetrical relative to the arena center.
- Activation threshold X coordinate for the bonus boss is now matching its value in Adventure mode.
- Hidden an unnecessary collision piece in the ceiling of the bonus boss arena that was transferred from the original secret stage and had an incorrect tag that would prevent players from running across the ceiling.
- Fixed starting angles of the bonus boss's knives; the middle knife's stab interval is now slightly slowed down to match other knives in phase 2.

Auditorium
- The player's position is now set to fixed target location when leaving the Beast Three intro cutscene.

Nalao Lake
- Fixed Titan Armor not executing its ranged attacks during the mech fight after the first laser volley.
- Fixed Titan Armor's homing missiles always launching leftwards during the mech fight, no matter what side Titan Armor itself is facing.

Refinery Room
- Fixed erratic movements and angles of the pilots in phase 1 of Astral Golmech's fight.

Merga
- Merga's Eclipse form should now be less likely to behave oddly when dying when transitioning between states, and is less likely to have stray ghosts floating about during the fight or after the form's defeat.
- Merga's Eclipse form's vertical light effect during her boost attack should now be properly vertically aligned with her, be it in the final stage or in boss rematch scenes.
- Bridge segments in Merga's arena that ignite on contact with fire in Blood Moon phase now inflict correct damage type of Fire instead of Metal.


[ 2024-02-02 01:57:08 CET ] [ Original post ]

Version 1.2.7r is Live! More fixes abound!

Hello Avalicians! We have a new build ready that addresses certain issues that were introduced in the previous patch, along with additional fixes. Thank you once again for your feedback, it has been a genuine help!


General

- Fixed the Screen Size in Screen Settings being stuck in Custom and unable to proceed to larger sizes if the player's display resolution cannot fully fit non-fullscreen window sizes.
- Reduced the Internal Scale setting options from (x1, x2, x4, x8) to (x1, x2, x3, x4), as the previous higher values were adding too much load onto GPU for diminishing results.
- Life Oscillation is now placed alongside other brave stones in the item selection menu.


Carol

- When jumping off of grindrails, the player will now be unable to enter the grindrail state for approximately the next 0.2 seconds; reverted Carol's vertical velocity cutout point during Low Kick from 2 back to 0.


Neera

- Fixed Neera being able to cancel her attacks into other attacks at any time when on a grindrail.
- Fixed Neera not entering the grindrail state properly for the grindrail of Lightning Tower's boss.
- Tweaked spawning behaviour for Neera's ice trails.


Shenlin Park

- Fixed Tower Cannons shooting all of their projectiles at once.


The Battlesphere

- Minor camera adjustments to Storm Slider's rematch arena.
- Fixed an issue where the Battlesphere rematch with Captain Kalaw's could potentially be cleared without defeating him.
- Fixed an issue in the Battlesphere rematch with Captain Kalaw where players (especially as Milla) could potentially get stuck by launching themselves towards the bottom of the screen with enough speed.
- Fixed an issue where overlapping terrain while being grabbed by Lemon Bread could cause issues with respawning from falls.
- Fixed an issue where the secret boss would suddenly stop moving halfway through the fight during the Battlesphere rematch.
- Fixed another issue with Bubble Battle ending early.
- Made some slight adjustments to specific NPC positions in the Battlesphere Lobby.
- Fixed incorrect challenges being loaded when the player wins and retries certain (mostly boss-related) challenges from the Results screen.


Tiger Falls

- Additional small adjustments have been made to collision.


Globe Opera 1

- Fixed Beast One's traps occasionally stopping triggering on player proximity.


Globe Opera 2

- Fixed Globe Completionist badge not being awarded if the player restarts at any checkpoint that is past the 3 initial power plugs.


Nalao Lake

- Expanded activation range of plant spirals to prevent them from deactivating prematurely when they are fully expanded.


Clockwork Arboretum

- Fixed an issue where the Open prompt for the locks would overlap the main HUD.
- The cutscene which plays exclusively for Carol after Clockwork Arboretum has been added to the Cutscene Viewer.


Time Capsule Sidequest

- Expanded the trigger zone of the first checkpoint in the Secret Stage so that the player can't miss it when landing from the upper route.
- Fixed the boss of the Secret Stage being able to deal damage to a ceiling-running player when hanging above the ceiling and preparing the downward dash attack.


[ 2024-01-08 16:19:06 CET ] [ Original post ]

Version 1.2.6r is Live! Massive Bugfix Update!

We hope everyone has been doing well this year!

This new update for Freedom Planet 2 includes hundreds of fixes and tweaks based on feedback from our community over the past year, as well as a few new display options. Thank you all so much for helping us polish Freedom Planet 2 even more, and we hope you have the best and safest of holidays!


General

- Significantly reduced lag for the first time Lilac guards after the game is booted. This fix also affects the first time Neera loads into a stage, or the first time Carol dismounts from a bike.
- Fixed an issue where the player would be locked in place and repeatedly take falling damage if they fell while overlapping terrain on another layer.
- Instructions text regarding maximizing height while playing Milla has been adjusted to reflect how to gain the maximum height while playing her.
- Small terrain adjustments have been made to Bakunawa Rush to prevent certain layering issues from occurring.
- Fixed an issue in the Adventure Mode map screen where the player character would be standing on water when returning from a specific end-game area.
- Fixed a minor issue where Bakunawa Chase showed an empty Vinyl icon in Classic Mode.
- Fixed a minor issue where Guard Trial's name was incorrectly displayed as "Dodge Trial" in Classic Mode specifically.
- A few typos have been fixed in various areas, including the guide menu and the gallery.
- Fixed an issue where certain icons would sometimes not display properly in the Records menu.
- Fixed an issue where Lola would not show up properly in the Citizens list (she will need to be visited again to show up).
- Fixed an issue where chests with items would behave strangely if the player moved too far away upon opening them.
- Fixed a bug where the background would flash on certain stages if the screen shook while the player was at the left or right edge of the stage.
- Fixed an issue where auto guard would not activate when the player had a shield active.
- Pausing is now briefly disabled immediately after the transition begins when opening a door, to prevent a specific visual glitch from occurring.
- Some assets now appear slightly more crisp due to having their Filter Mode changed.
- Fixed a very minor visual issue where all shield boxes, when broken, would emit the particle meant only for wood shields.
- Fixed an issue where the cutscene that would play after selecting Sky Pirate Panic wouldn't immediately skip when the Skip button was pressed.
- Player characters now will be immediately turned in whatever direction is currently held when the player issues an attack command while on a grindrail.
- Fixed NPCs ignoring enable and disable story flags for dialogue topic options, causing those to always be available at all times despite story events.
- Fixed the contents of first line that is displayed in the dialog box to be immediately displayed in full when the player starts talking to any NPC the 2nd+ time due to reading stale input.
- Player and player-related animators are now initialized at some point during game's start to avoid hitches in case these animators were to be initialized during gameplay.
- Photomode now correctly captures lighting if it is present in the stage.
- Fixed voicelines not being stopped correctly in non-generic cutscenes when pausing.
- Reduced height of player's splashes on water's surface.
- Fixed some stage gimmicks overriding player's flashing timer.
- The screen should no longer shake if certain types of projectiles and rockets explode far enough as to not play the explosion sound.
- Hopefully fixed some more bugs related to the process of creating and deleting savefiles.

- Fixed some inconsistencies in behaviour under different framerates:
-- Edited Spark Emitter code to potentially fix inconsistencies in spark spawning behaviour.
-- Fixed Astral Golmech's jump height being higher at higher framerates.
-- Fixed Corazon 2 dash's vertical velocity after wall sliding being lower at higher framerates.
-- Fixed Durugin's fists flying too high up at higher framerates.
-- Fixed Fire Hoppers' jumps and torches flying too high at higher framerates.
-- Fixed Flamingoes' steps being much wider at higher framerates.
-- Hopefully fixed Line Cutter's emerging and retracting behaviour at higher framerates.
-- Fixed Wood Hoppers' jump height being affected by gravity too much at higher framerates.
-- Fixed Shadow Armory switches being decelerated too much at higher framerates, forcing Askal to punch that one golden platform more times than intended.
-- Fixed Rocket Sleds being too fast at higher framerates.
-- Fixed Lancer in Airship Sigwada's background ascending and descending too quickly at higher framerates.
-- Fixed various color cycling objects, such as police lights, changing colors too quickly at higher framerates.
-- Edited Neera's ice floor spawning behaviour.
-- Hopefully fixed crocs' movement in Fists of Frog game.


UI

- Implemented new Screen Setting: Internal Scale. This setting is responsible for the size of the render textures that various layer cameras render onto. While the main game's window size stays the same, this setting can make the image more smooth and lessen the effects of dithering artifacts, at the cost of potentially making some parts of the image blurry. Shout-out to Johnny on Flame for the original mod.
Note about Internal Scale setting: if your game window's size does not match the game's native aspect ratio, or you want to lessen the effect of dithering artifacts, 2x internal resolution scale should be sufficient to provide better-looking visuals without significantly affecting performance. Increasing internal scale above that may put significant load onto your GPU at some moments, heavily degrading the game's performance; it is recommended to use higher settings only if you have a capable GPU.

- Implemented new Screen Setting: Borders. This setting alters how the game renders itself into its window in case the window's size is not an integer multiplier of its native 640x360 resolution.
--- "None" option stretches the game's image fully into the window, ignoring its native aspect ratio.
--- "One Side" option stretches the game's image into the window in such way as to preserve its native aspect ratio and introduce blank borders only to one side of the screen - either letterboxing (horizontal) or pillarboxing (vertical) the image.
--- "Both Sides" option shrinks the game's image within the window in such way as to fit the largest possible native resolution multiplied by an integer into it and introduce blank borders to both horizontal and vertical sides of the screen - windowboxing the image.
- The game now keeps track of the window resolution and stores it in the settings file.
- Assist Settings menu moved from Main Menu to the new savefile creation sequence, as Assists are individual for each savefile.
- Added general description text for Assist Settings when creating a new savefile.
- Added general description text for Starting Item Set menu when creating a new savefile.
- Updated Guide for each character that is available via Pause Menu; added a page for each character's Special Item.
- Changes made to assist settings in the main menu will now carry over when creating a new save.
- Fixed an issue in the File Menu where, if the player began creating a save, then backed out, then immediately attempted to create a new save on that same slot, they would instead load the file and be taken straight to a new game.
- The Photo Album will now display which buttons the player can press in order to flag their photos for deletion.
- Minor punctuation adjustments have been made to the Shields page in the Instructions menu.
- The track name "Boss - Clockwork Arboretum" has been adjusted to "Boss - Arboretum" so that it fits appropriately in the jukebox UI.
- Fixed a minor issue where the game would show a par time of 10 minutes for stages which hadn't been unlocked yet in the Records menu.
- Fixed an issue where the description for the Music Shop in Classic Mode stated that Vinyls could be purchased with Gold Gems rather than crystals.


Lilac

- Can now continuously perform normal attacks if the attack button is held down.
- Fixed Dragon Boost flame effects not having correct offset during cutscenes.


Carol

- Slightly raised the vertical speed cutoff point for Carol's Low Kick attack from 0 to 2 to get rid of a specific interaction with grindrails where player could gain momentum through mashing.


Milla

- Reworked internal interactions with shields and cubes.
- Shield Blaster / Cube Blaster fire rate is now capped at approximately 7.5 shots per second.
- Milla can now autofire Shield Blaster / Cube Blaster at maximum fire rate when the player holds attack button with the Barrier out.
- Reduced fire rate of consecutive Super Shield Bursts (when Milla has multiple cubes) and reduced invincibility time that is given to enemies that are hit by Super Shield Burst to be approximately equal. This will make it much easier to hit an enemy with every single Super Shield Burst when having multicubes, without some of the Bursts missing due to enemy being invincible from a previous Burst.
- Milla can now softjump with her Barrier out.
- Fixed Super Shield Burst knockback direction sometimes being incorrect.
- Fixed Super Shield Burst firing in a wrong direction when Milla is on a steep slope or ceiling.
- Super Shield Bursting downwards when on the ground should now lift Milla off the ground.
- Fixed Cube Blaster's damage dropping off earlier than intended when the main cube changes size.
- Early Guard cancelling a Super Shield Burst will no longer affect the size of the next cube in the stack of multicubes.
- Changed Barrier's positioning code to have an anchor point and distance away from it (similar to polar coordinate system) so that it would correctly position itself when Milla is on a slope.
- Shadow Milla's Barriers and Super Shield Bursts now properly have an outline.
- Fixed an issue where Pacifist Pooch was sometimes unlocked when certain bosses (particularly Duality) were not actually defeated with the conditions met.


Basic Tutorial
- Added a tutorial TV for Milla's Shield Blaster / Cube Blaster autofire.
- Fixed TVs displaying Milla's Cube Blaster failing to display the proper sequence.
- Raised the upper parts of terrain to prevent the player from skipping parts of tutorial by going over them.


Dragon Valley

- Fixed a case where the player could get caught inside a wall in Dragon Valley.
- Proto Pincer's bounce speed now scales up slightly less as its health decreases.
- The camera in Proto Pincer's boss fight arena will now gently lock on to the boss's horizontal movement.
- Fixed other minor visual and collision issues.


Shenlin Park

- To prevent the player being either softlocked or in a difficult position to recover from as Neera, a small handful of the pipe tunnels will briefly lock the player's input after launching them.
- Somewhat fixed discrepancies with the amount of projectiles fired by Tower Cannons.
- Fixed small graphical errors.


Royal Palace
- Altered Askal's first dialogue in the tavern if Neera is the player character.
- Altered dialogue when looking at Syntax body that is available after finishing Shuigang arc to be character-specific.
- VA clips in the Battlesphere commercial now properly adjust their volume according to VA volume settings.


Avian Musem

- Fixed an issue where the game could potentially softlock if a lagspike occurred shortly after a Drake Coccoon was defeated.
- Fixed an issue where Kakugan could be locked in place while going into its pinch mode if it was being hit by Elemental Burst damage.


Airship Sigwada

- The camera in Corazon's first boss fight arena will now moderately lock on to the boss's horizontal movement.
- Fixed an issue where players could potentially softlock themselves if they leapt into the bottomless pit immediately upon gaining control after the rocket setpiece at the start of the level.
- Increased Activation Range for the set of doors and keyblocks before the second Lancer encounter in Airship Sigwada to prevent Mantises contained between them from occasionally escaping that area.


Phoenix Highway

- Fixed an issue where certain Bubblorbiters would not have their orbs when the player restarted from checkpoint.
- Fixed a potential softlock.


Zao Land

- Fixed a few collision issues.


Battlesphere Lobby
- Fixed elevators being drawn on top of the elevator shaft when they are ascending to the arena.
- Fixed some duplicated dialogue on some NPCs; added some missing dialogue lines.
- Fixed Ming's dialogue structure that would prevent her from saying new lines.


The Battlesphere

- Light adjustments have been made to the camera in the battlesphere rematch for Beast One and Beast Two.
- Cleaned up some small movement and camera issues in the battlesphere rematch for Corazon 2.
- Adjusted the camera in the battlesphere rematch for Merga's armored forms, to better suit the space the player actually has to move around in.
- During Captain Kalaw's battlesphere rematch, he will now initiate his second phase much faster after being defeated in the first phase.
- Fixed an issue where the background in a few battlesphere levels would not react to the BG Motion setting
- The Battlesphere menu music now loops seamlessly.
- A unique icon has been added for the Battlesphere challenge Battlebot Revenge.
- Fixed a minor collision issue in Beginner's Gauntlet.
- Fixed an issue where the player could potentially get stuck in the ground near the end of Flip Fire Gauntlet.
- Made an extremely minor terrain adjustment to the beginning of Rolling Thunder.
- The unkillable Flash Mouth enemy on top of the arena of "Blast from the Past" Battlesphere challenge now has its hitbox disabled and blockbox enabled to more clearly show that it's invulnerable.
- Fixed various potential issues with indices and offsets in Arena Challenge Select Menu.
- Fixed challenges that are completed by crossing the finish line giving incorrect rewards.
- Sealed the top part of Corazon 2's arena.
- Changed reward for Bubble Battle challenge from 750 to 700.
- Locked challenges should now hide their rewards.
- Switches that control moveable goldblock terrain in Rolling Thunder challenge now move themselves and affected terrain slower, allowing more fine control over terrain positioning, while also lowering the risk of collision issues with conductor block if it placed on top of moving terrain.
- Lemon Bread should no longer be visible for 1 frame on activation.


Tiger Falls

- Addressed some minor collision issues with waterfalls.
- Fixed an issue where the player could walk back into the area with rising terrain, encountering several walls with no collision.
- Fixed a minor visual issue with one of the tiger statues.


Guard Trial
- Leaving Guard Trial early via Pause Menu should no longer boot the player into Main Menu.


Robot Graveyard

- Fixed a minor collision issue.
- Fixed an issue where Lilac would appear at an angle if she diagonally boosted into a hangbar.


Mountainside Detour
- Added the Exchange option to Chloe, allowing the player to get Gold Gems from her directly, instead of this option only being available via Quick Shop.


Globe Opera

- Beast One's bubble projectiles now explode properly when making contact with ground.


Globe Opera 2

- Fixed a potential collision issue with keyblocks in Globe Opera 2.
- Fixed a case where the player could get caught inside a wall in the Shenlin Park section of Globe Opera 2.
- Fixed an issue where the balloons attached to a specific balloon block in Globe Opera 2 would make no sound when popped.
- Fixed a minor layering issue.
- Moved the Macer in the first room with three plugs away from the spring to prevent its spike ball from continuously attempting to bounce off of it.


Auditorium

- Fixed an issue where the game could potentially softlock if the player ran up one of the walls during BFF2000's KO explosion.
- Fixed an issue where BFF2000's fireballs could potentially deal a large amount of damage if multiple overlapped the player at once.


City Hall

- Added collision and pushers to the entrance of the hub. One of the pushers should prevent players from losing their velocity if they enter the front door too quickly and hit the wall collider before the exit zone warps them.
- Tweaked the camera hotspot overlooking the front door to not show brick walls to the right of the front doors.


Tidal Gate

- The fans in Tidal Gate which are above the water will now emit clouds of dust instead of bubbles.
- Fixed code for scrolling water surface during the boss fight going out of bounds of the tension array.
- Fixed incorrect offset of waves created on the scrolling water surface.
- Edited code for creating splashed on water surfaces to fix some calls creating huge waves.
- Increased activation range of boats and rafts to avoid pop-ups.


Adventure Square

- Ocean ambience will now play as the player approaches the shore.
- Fixed a minor layering issue when the player exits the Hall.
- Slightly adjusted the crowd ambiance to be more present in more parts of the main town area.
- Made some slight adjustments to the right edge of the hub such that the player can no longer get stuck in a running animation while talking to Lilibeth.
- Fixed minor error in the Team reunion non-Carol cutscene in Adventure Square that played Milla's "Carol!" voiceline through Lilac target object.
- Added Syntax Body NPC into the diner after the Jungle arc is complete.
- Fixed Lilac vs Spade cutscene not playing properly if the Jungle arc is the last one to be completed.
- Slightly expanded the intro of the Team Reunion cutscene (to take into account the end of Jungle arc being in the same room).
- Fixed Carol being unable to comment on the lab table in the diner's basement due to its incorrect story flags.
- Added missing guardrail tops to the stairs in the diner; removed stray overlapping elements of submarine plating.


Zulon Jungle

- Fixed an issue where Tunnel Driver would not properly explode into debris on defeat.
- Fixed an issue where the swinging bars in Zulon Jungle would sometimes disappear while still on-screen.


Nalao Lake

- Fixed an issue where the stage's rightmost wall extended too far beyond the actual right boundary of the stage.
- Fixed Snatchamon's orb debris using regular Traumagotcha's colors.


Sky Bridge

- Weatherface should no longer be visible for 1 frame on activation.
- Weatherface will no longer continue animating some of its parts after being dismantled.


Paradise Prime

- The river on the main island is now animated.
- Fixed an issue where two Tiyuhins would be visible during the coin toss scene, and fixed an issue where Tiyuhin would not properly comment on the loss or return of his coin.
- Slightly adjusted terrain collision.


Magma Starscape

- The camera in Hundred Drillion's arena will now gently lock on to the boss's horizontal movement.
- Hundred Drillion's max speed has been reduced somewhat.
- Fixed an area where players could fall out of bounds.


Diamond Point

Various adjustments have been made to the boss fight to feel more fair and generally easier to keep track of, while also making certain attacks more threatening:

- The camera in the arena will now moderately lock on to the boss's horizontal and vertical movement.
- The windup of their ground attacks has been increased, and their eye sparkles immediately before they perform the attack.
- They can now be hit during certain attacks where they were previously invulnerable.
- The height of their jumps has been significantly reduced, and they no longer have jumps which take them far off-screen.
- Attack hitboxes have been tightened across several attacks.
- When ground pounding with rocks summoned, the rocks that will be dropped will now visibly line up, to provide a clear indication of where the area of danger will be.
- The speed of the rocks thrown up into the air during a ground pound has been slightly reduced, and the gravity applied to these rocks has also been slightly reduced.
- The rock pillars on either side of the arena have been pulled in to make it so players can no longer stand off to one edge to completely avoid the crystal shots attack, and also to keep the boss generally easier to track. Additionally, the terrain in the arena has been made somewhat more symmetrical.
- The boss will now only do a single crystal shot attack before coming back down, and they will always select the crystal which is closest to the player's current position.
- The speed at which they move to a spire for the crystal shot attack has been reduced by 35%, and the windup for attacking from the spire has been increased by roughly 12 frames.
- To prevent a significant portion of rocks from impacting the side of the arena, they will now dash to the center of the arena before performing their aerial jab.
- All active rock projectiles will be destroyed when the boss is defeated.


Gravity Bubble

- Some slight terrain adjustments have been made to a specific location in order to slightly improve navigation.
- Fixed the above-the-ground island background not being deactivated and covering the entire screen if the player skips the pre-final cutscene when the camera shows the beacons activating.
- Simplified Bakunawa's laser beam graphics to prevent it from causing too much GPU load at higher internal resolution scale values.


Bakunawa Chase

- Fixed an issue where the "quake" sound during the ending sequence of this level would play at the same volume regardless of the volume level set in the settings.
- When No Petals is equipped on this stage, the Life Petals that normally appear will disappear altogether, rather than changing into crystals the player cannot collect.


Bakunawa Rush

- Fixed an issue where the player would land on a bomb at the start of the stage if they had Items to Bombs equipped.
- Fixed a minor layering issue at the end of the beginning rail section.
- Aaa no longer has coughing fits (hurt voiceclips now have a timer that prevents a new clip from being played in audio source until the timer is expired in cases when multiple attacks are landed onto Aaa in quick succession).


Refinery Room

- Fixed an issue in the post-level cutscene where, during Neera's cutscene, she would be interrupted by Milla asking Aaa's name.


Clockwork Arboretum

- To prevent a specific softlock where the player can be caught inside them, the vines in Clockwork Arboretum will now unfurl when the player touches them (similar to those in Nalao Lake).
- When clearing the stage as Carol, there will be no clear music and she will no longer say a victory taunt.
- Made some minor adjustments to Corazon's fight in this stage, including a lowered ceiling during the first phase.
- More parts of the elevator are now destroyed when the bossfight transitions to phase 2.
- Fixed some of Corazon's SFX being channeled through voice audio source.


Inversion Dynamo

- Fixed an area where players could fall out of bounds.
- Fixed Code Black Beartles not having correct enemy faction.
- The flag for left-facing player position on respawn for one certain checkpoint in Inversion Dynamo is no longer carried over between stages.


Lunar Cannon
- Elements of the console of the Lunar Command boss shifted backwards in depth to not be drawn on top of Pause Menu's elements.
- Fixed slightly misaligned elements of Lunar Command console HUD.


Merga

- Fixed an issue where Merga's mine projectiles were not consistently exploding during her Blue Moon phase.
- Fixed a bug where Merga would decloak repeatedly if defeated with specific timing during her Eclipse phase.
- Swapped a non-white chargebeam sprite for a new similarly-shaped all-white whitetrail sprite to get rid of chargebeam's dark blue contour persisting through sprite color change of Eclipse form's screen-darkening attacks.
- Merga's voiceline when the player reaches her last phase should now be consistently played even if the player restarted at the checkpoint at any point in the fight.
- Implemented some failsafe checks for Merga to prevent her from falling through the floor of the arena in case of lagspikes.
- Added Classic mode cutscene variants for Capsule endings.


Weapon's Core:
- Electric sparks with variable speed now slow down gradually.
- Electric sparks with variable speed now start slowing down or speeding up depending if the next Circuit Node in the chain is open or not.
- Left part of the final Spark puzzle is shortened to reduce the wait time.
- The final Spark puzzle has the Spark speed changed to make the timing of the right part more forgiving.
- Applied a correct tag to collision that seals the entrance to the final arena to allow running on ceiling without falling off.


Time Capsule Sidequest

- If the player doesn't have the related badge, they are now required to watch the contents of all capsules for them to take effect on the narrative.
- If the player has achieved a normal ending on a given savefile and started the Time Capsule sidequest, exclamation point markers are added to the world map that would point the player towards places of interest related to the sidequest.
- The player cannot watch the contents of any Time Capsule they may have collected until one certain capsule with a cutscene attached to it is obtained.
- Yet unwatched Time Capsules are now marked.
- Fixed an issue where Carol was not appearing properly during the secret boss and slightly adjusted her behavior so that she would hit the boss more often.
- To combat eye strain, during the secret boss's second phase, the brightness of its sprite and teleport effect during its rapid teleporting movement has been reduced somewhat.
- The camera will now tightly follow the movement of the secret boss, but only in small amounts.
- Fixed an issue where the secret boss' knife attack could sometimes hit the player even if they weren't in range of the attack.
- Fixed an issue where the wiggling text in the pause menu of the secret stage was not affected by the Text Animation option.
- Something new now occurs during the second phase of the secret boss. A certain attack exclusive to this phase has also been adjusted such that the boss no longer needs to be on-screen before it fires (except for the first time).


Sound FX

- Several of Milla's sound effects which made a small "popping" noise after playing have been adjusted to no longer make this sound.
- Fixed an issue where one of the sections of the large door in Ancestral Forge was not lighting up properly.
- The dodgeballs in the training dojo no longer use Acrabelle's bouncing sound effect.


World Map
- Fixed an issue where Guard Trial would show up before it was unlocked.
- Fixed a minor issue where Bakunawa Chase would not show its icon in the Stage Confirm menu.
- After Palace Courtyard is cleared, an icon will now show up indicating that City Hall is the current objective.
- Ciri, Kukri, and Libbie now appear in the appropriate position in the Citizens menu in Adventure Mode.


[ 2023-12-15 23:31:17 CET ] [ Original post ]

Version 1.2.3r is Live! Shuigang Expanded!

Hello Avalicians! With summer almost here, we've been working hard on porting the game to consoles and addressing as many lingering bugs as possible. In the meantime, we have a juicy new update that not only includes a hefty amount of fixes and balance tweaks, but includes two new locations in Shuigang!

Beyond the outskirts of town is an optional advanced tutorial to teach new players how to guard properly. Additionally, Chloe has now set up a campground before the Snowfields stage that makes it possible to buy items from her at the point where the player is blocked from returning to town.

Thank you all so much for your support and feedback, we couldn't have polished the game this much without your help!


General

- Certain lore text has been added to a relevant location and can be read after a certain point late in the game. If the player has cleared the game, a certain relevant NPC will provide a hint on the text's location.
- All music which previously lacked seamless looping now feature it. This includes boss tracks, map tracks, and a handful of stage and hub themes.
- Fixed a handful of typos in places including the Royal Palace, the Battlesphere Lobby, Adventure Square, the Gallery, and the world map.
- Some small adjustments have been made to sustaining damage from falling off-screen: Added 0.2 second input lock, players are now placed a bit farther from the ledge, the player's collision layer is now reverted, and momentum should now be stopped more reliably.
- Changed some velocity values and jump flags on leaving water in an attempt to prevent the player from occasionally losing vertical velocity when leaving water or entering a dry bubble.
- Petals spawned from a fire shield will magnetize to the player after a brief delay.
- Fixed an issue where the player would have collision problems if they fell off-screen without touching solid ground since the start of the level.


Lilac

- Fixed Dragon Boost flame effect sometimes having an incorrect angle.


Carol

- Carol's bike will be stored if she restarts from checkpoint while riding it.
- Can now short hop while rolling.
- Fixed an issue where Carol would be direction-locked in midair if she Low Kicked onto a fuel can.
- Increased Carol's guard time while on a bike by 5 frames.


Milla

- Can now short hop while holding out a shield or firing the Cube Blaster.


Results Screen

- Fixed an issue where the total crystal bonus would sometimes be off by one when the player used an item which reduced their total crystal bonus.
- Fixed some math inaccuracies for the bonus percentage and crystal reward.
- Fixed an issue where the tally in the results menu could be interrupted.


Tutorials

- A brief section has been added to the tail end of the Basic Tutorial which quickly addresses the Guard technique.
- A brand new tutorial stage, Guard Trial, will now appear immediately after Shuigang. It is not required to clear this tutorial to progress. If the player doesn't have any game clear badges yet, a message will pop up asking the player if they would like to play the tutorial stage when they first overlap it on the Adventure Mode map.
- Fixed a small issue in Carol's Basic Tutorial where the input for jump disc warps displayed incorrectly.
- Fixed a small issue in Milla's Basic Tutorial where her Cube Blaster animation would not play.
- Tutorial stages will now force Powerups off.
- Fixed an issue where the waterfall in Neera and Carol's basic tutorial stages wasn't moving.


World Map

- A small hub area with a shop has been added just prior to Snowfields to allow players a chance to buy helpful items (at a slight markup). As players are unable to access the rest of the world map untill Snowfields is cleared, this gives them the ability to buy items during this point in the game.
- Players can now press Left to go from Snowfields to the Guard Trial (it was previously only possible to navigate this way by pressing Down).
- Fixed an issue where Palace Courtyard would not properly display the Vinyl icon in the Adventure Map.


Cutscenes

- If the player enters a cutscene zone when KO'd, the game will attempt to Revive the player on the spot if possible, adhering to revivals' rules and requirements. If Revival is successful, the cutscene will be activated properly and proceed as planned. This also should fix any player zombie-state bugs that render many interactable objects unusable when such situation occurs. This change does not apply to the cutscene in Palace Courtyard's boss arena.
- Players are now given some invincibility during the starting transition time of a cutscene.
- Oxygen and heat alerts should no longer play during cutscenes.
- Water Splashes are now hidden and cleaned up on entering a cutscene.


Royal Palace

- Removed Bilinear filtering and possible compression from a couple of sky textures.


Avian Museum

- When the BG Motion setting is set to Minimal, the animation of the background in the hologram section will be static and the background itself will scroll slowly with the player's movement.


Gallery

- Turned around Discord 2's model in its exhibit so that its text isn't mirrored.


Phoenix Highway

- Aligned Stahp's laser closer to the satellite point; the laser's sprite no longer flips vertically when turning.


The Battlesphere

- It is now possible to skip the cutscenes which play each time a new time capsule is obtained.
- Fixed an issue where battlesphere challenges displayed the incorrect rank.
- Fixed an issue where completing Kalaw's Challenge in Classic Mode would not return the player to the correct scene afterward.
- Fixed a bug where lighting displayed incorrectly during Merga's Eclipse Armor refight.


Shuigang

- Adjusted the position of a handful of NPCs to reduce chances of triggering a specific issue which occurs when interacting with two things at once.
- Shuigang now features a Quick Shop option.


Robot Graveyard

- Zombie Troopers now stop spraying acid during the jump attack if they are in the air for too long.
- Zombie Troopers are now affected by gravity when preparing to jump and during landing after the jump.
- Fixed several areas where the player could potentially fall out of bounds.


Snowfields

- The windup for Serpentine's horizontal shooting attack has been increased (1/3 second to 1/2 second).
- The timing for when Serpentine's missile attack fires has been adjusted to be more in-time with the alarm sound (which, due to it feeling like a countdown, previously had the potential to catch players off-guard when the missile launched before the third ring).
- During his charge shot attack, Wolf Armor Serpentine will face toward the player to better indicate that the shot is going to head toward them.
- Wolf Armor's claw attack now has a brief windup (with a longer windup during his final sneak attack).
- The timing for Wolf Armor turning to face the player in the middle of the claw attack has been slightly adjusted such that it should now be easier to dodge his claw attack by guarding it while moving in the opposite direction. Conversely, to make the claw attack more threatening from great distances, Wolf Armor will travel further with each swipe if the player is far enough away (roughly one-third of the arena). However, he will not do this during his sneak attack.
- During Wolf Armor's laser attack, the player will have a little more time (roughly 10 more more frames) to react when the lasers appear. Additionally, when he does the hovering version of the attack, he will move slightly slower and wait slightly longer (about 15 more frames) before beginning to aim.
- There is now an extra delay after Wolf Armor fires his charge attack before he moves to his next attack, to help avoid situations where the charge ball and the following laser attack would overlap in particularly difficult-to-avoid ways.
- To compensate for him being generally slightly easier to hit, Wolf Armor's health has been slightly increased (150 to 165).
- The camera will now moderately follow Serpentine in both of his phases in Snowfields.


Globe Opera 2

- It is now possible to cancel the forced guard effect from teleporters into another guard.


Auditorium

- BFF2000's rival holograms now deal damage to the player as intended.
- BFF2000's body now deals damage during its lance attack.
- The active time of BFF2000's dash laser has been reduced by 30 frames.
- BFF2000's HP has been reduced from 320 to 280.
- Fixed an issue where a checkpoint pop-up would appear after completing Auditorium.


Palace Courtyard

- Changed the lowest bridge terrain pieces from platforms to solids to prevent the player from accidentally falling through it on rare occasions.
- Tightened borders and camera hotspot in the subway arena; same changes translated to the Battlesphere Duality's arena.
- Tweaked cutscenes, setting SFX and VA to their proper channels and cleaning up animation events that were causing characters to have jittery transitions.
- Extended the night skybox in the courtyard proper to fill the space left empty at the very top.
- Moved and shrunk a contingency Exit Zone on the bottom of the base stage that could unintentionally teleport the player back to the ground if they manage to go too high in the courtyard proper; installed an additional pusher on top.
- Tweaked Hijacked Police Car script's behaviour to stop it from sliding across the ground after being destroyed in rare cases.


Tidal Gate

- Fixed camera hotspots and pushers in Shell Growth's boss arena to fit the playable space tightly around the camera's borders and to fix the camera unable to scroll to the right where the Star Card is after the boss is defeated; same changes translated to the Battlesphere Shell Growth's arena.


Paradise Prime

- Added new collisions and adjusted existing collisions to make platforming around the hub less awkward.
- Fixed typo: Pedro saying *Kumasta* instead of *Kumusta* in his greeting line.
- Fixed typo: Lola saying "In truth: the tower is a *giant's* magnet, harnessing the power of ...".


Sky Bridge

- New background trees in the beginning segment now should visually smoothly rise from the ground instead of popping on the horizon, and the trees should now populate more uniformly across various target framerates.


Nalao Lake

- Slightly adjusted terrain to prevent a specific enemy from interacting with it in an unusual way.
- Activating the last of the three combiners now gives the player some invincibility time to prevent them from dying before the cutscene starts playing and bugging out the subsequent segment.
- Fixed a few minor enemy collision issues.


Ancestral Forge

- Fixed a small visual issue with one of the keyfish.


Diamond Point

- Minor adjustment to prevent potential collision issues.


Inversion Dynamo

- It is now possible to cancel the forced guard effect from teleporters into another guard.
- Receiving teleporters will no longer teleport the player if they stay overlapped for too long; instead, the destination teleporter will wait for the player to stop touching it before it can teleport them again, preventing issues where the player could be potentially softocked.
- Teleporters have been slightly adjusted so that their boost works as intended when the player is grounded. Other small changes have been made to help make the teleporters behave more smoothly, including camera movement tweaks.
- Minor adjustments to enemy arrangement.
- Fixed some small typos in the pre-boss cutscene.


Merga

- Supermoon health segments should now be properly aligned within the healthbar.


Weapon's Core

- Attempted to fix the boss weakpoint deactivating, presumably from being damaged too much before the healing phase, making the boss unable to receive damage.
- The projectiles in the boss's bullet ring attack now precisely match the warning for the attack.


[ 2023-05-08 17:22:34 CET ] [ Original post ]

Version 1.2.2r Hotfix

Hello Avalicians! A new update is ready that fixes a couple of oversights from today's earlier update. Thank you for the reports!

- Fixed the sparring and training menus from softlocking the game due to lacking the new rank icons from the Battlesphere.
- Falling KOs are once again disabled in several Battlesphere arenas where they were temporarily turned on during debugging.


[ 2023-03-14 03:55:52 CET ] [ Original post ]

Version 1.2.1r is Live!

Hello Avalicians! We have released another patch that adds ranks to the Battlesphere menu for each challenge, adds new visual options to help reduce motion sickness in certain areas of the game, further balances the difficulty of the secret level, and includes other fixes and quality of life changes.

Thank you so much for your continued feedback and reports! We're planning another round of fixes this year ahead of the release of the console versions of the game. We'll keep you all updated!

General
- Best ranks in battlesphere challenges (courses, arenas, and bosses) will now be displayed in the info panel for each challenge (certain challenges do not store your best rank because it's irrelevant)
- A specific ambiance used in cases including the final boss arena (Cutscene_Rumble.ogg) has been slightly modified so that it now loops without clipping.

Display
New options have been adding to the Display Settings for reducing certain instances of background motion and reducing screenshake effects. Aimed at making the game easier to play for those who feel certain effects of motion sickness, the BG Motion option comes with three different settings - Full, Reduced, and Minimal - which affect movement of background elements in several specific cases.
If the player sets the option to "Reduced":
- The reverse background scrolling in The Battlesphere and Globe Opera 2 are swapped to a more standard parallax background scroll.
- Storm Slider's boss arena (both in Lightning Tower and in The Battlesphere) will no longer scroll the background.
- The Rotating Cylinder BG in the Bakunawa Fusion arena in Weapon's Core will move at 1/5th its normal rate.
If the option is set to "Minimal", the above changes will be present, and:
- The BG in the cruise ship section in Shenlin Park will not scroll.
- The BG in the Wolf Armor arena in Snowfields will not scroll.
- The BG in the subway section in Palace Courtyard will scroll very slowly.
- The BG trees in Sky Bridge's chase section will have their speed cut by 40%, and they will also display at a significantly reduced opacity.
- The Rotating Cylinder BG in the Bakunawa Fusion arena in Weapon's Core will be stationary.
- The mass of floating rocks that appear in the background partway through the fight in Diamond Point will disappear altogether.

Results Screen
- Several visual adjustments have been made to help clarify the thresholds for each rank and how the ranking system works in general, as well as to make obtaining the highest ranks a bit more satisfying.
- When the player achieves a Perfect Run, a panel showing the No Hit Bonus will now appear on the results screen. For the sake of clarity, a Perfect Run will also now grant a 25% bonus to crystals (this bonus previously only affected rank).

Neera
- A new grinding animation has been added for when Neera mounts a rail under specific conditions.

Shade Armory
- Attempted a fix for an issue where the player could potentially end up on the wrong collision layer going into the boss fight with Syntax Spider.

Diamond Point
- The color of the rocks in the background has been slightly darkened and their opacity very slightly reduced to improve visibility of both the stage and other, dangerous rocks.

Bakunawa Rush
- Fixed a softlock in which the player could climb a wall and get stuck outside of the level boundary.

Clockwork Arboretum
- Fixed a softlock in which one of the elevator doors would not lock properly, potentially causing the player to escape the elevator shaft and be unable to get back in.

Weapon's Core
- The stealth meter now shakes intermittently while the player is in danger, to make it more visible to those unfamiliar with the mechanic. Additionally, the radius in which it can spot the player has been slightly reduced from 180 to 160.
- Adjusted the movement timing of circuit sparks; Sparks approaching a closed circuit will slow down, speeding back up when the player opens that circuit. All circuits in the level have had the speed of their sparks significantly increased, meaning that players will have more time to reach each circuit, while also needing to spend less time being stationary.
- Assist characters will now wait either until the boss has completed one cycle or until it heals before they come in.
- The timing for Assist Neera's appearance has been adjusted to more reliably hit the boss.
- The trajectory of the boss's bullet ring attack has been slightly adjust to match more closely with the warning it emits.
- Fixed an issue where assist characters would sometimes appear during the cutscene.


[ 2023-03-13 20:40:48 CET ] [ Original post ]

Merga Plushie from Makeship!

Hello Avalicians! We worked with Makeship recently on an adorable plushie of Merga, which is available for purchase for the next 11 days!

Here is a link to our campaign page if you are interested:

Merga Plushie on Makeship



Your support is what helps us make cool merchandise like this, so thank you all so much! In the meantime, we are still working on updates and we will let you know when the next version of the game is ready. Cheers!


[ 2023-02-21 00:29:34 CET ] [ Original post ]

Version 1.2.0r is Live!

Hello Avalicians! Today's update addresses some lingering bugs and inconsistencies, makes Carol's Wild Claw and Neera's icicles stronger, and also makes adjustments to Milla's damage values to make the Super Shield Burst a more viable option for bosses.

In prior versions, Milla's Cube Blaster damage output encouraged rapid button presses, and several players have mentioned to us that this can cause hand pain with repeated use, so it is now more viable to alternate between the Cube Blaster and Super Shield Burst for maximum damage output. The changes should be small enough that it won't affect how standard enemies are fought. As always, thank you for your feedback!

General
- Fixed the star card requirements in Classic mode's item shop being off center due to the introduction of a new item in the last patch.
- Player-taken damage from big explosions now doesn't stack.
- Traumagotchas now should retain their original Activation Mode after attacking.
- Added more variables that should be refreshed when creating new Stinger Bombs; this should fix Shockwaves created by the Stinger Bombs sometimes not appearing due to stale height offset spawning them too high above or too low into the ground.

Carol
- Wild Claw damage increased from 4 to 5.

Milla
- Cube Blaster shots now have damage scaling based on the size of Milla's cube in a similar manner to her Super Shield Burst. This makes the first 5 shots from a cube do the most damage, with damage progressively decreasing after that.
- Super Shield Burst damage scaling increased from 5-7-10 to 7-10-13.

Neera
- Sniper Drive icicle damage increased from 3 to 4.

The Battlesphere
- Gat Hogs that had been half-broken now should retain their original Activation Mode, which should prevent any arenas from round advancing in cases if there are only half-broken GatHogs remain and all of them are deactivated due to being too far offscreen.

Robot Graveyard
- Fixed Monster Cube's laser being instantly fired right after transforming into Moth form on any transform, for real this time.

Snowfields
- Classic Mode now starts the stage with a short skippable intro cutscene; The fight with the boss starts immediately after. This should now have functional parity with Adventure Mode variant of the stage.
- Serpentine's missile projectile now deals its contact damage that is equivalent to the damage of the big explosion that the missile creates.

Sky Bridge
- Kalaw should no longer put KO'd players into a zombie state after his own defeat.

Gravity Bubble
- Adjusted the starting position of the item that spawns with Powerup Start so that it's not floating high in the water.

Bakunawa Rush
- When the Items to Bombs brave stone is equipped, the water shield crystal at the start of the stage is now coded to disappear instead of turning into a bomb. It should now be possible to achieve a no damage run on this stage with Items to Bombs equipped.

Clockwork Arboretum
- Introduced a quick fix to Camera Hotspots to fix an issue when the player could not properly see the floors and ceilings on floor 6 if they move fast enough to trigger the camera zoom out.


[ 2023-01-14 21:38:37 CET ] [ Original post ]

Version 1.1.9r Hotfix

Good afternoon! We've pushed out a quick hotfix to 1.1.9r that fixes an underflow error in Classic mode's item shop caused by the addition of the new item. Thanks for letting us know about it so quickly, and happy holidays again!


[ 2022-12-25 18:51:39 CET ] [ Original post ]

Happy Holidays! Version 1.1.9r is Live!

Good morning, Avalicians! Today's update adds a new item to Yuni's shop, improvements to Neera's speedrunning capabilities, and numerous fixes and quality of life adjustments.

We hope everyone is having a good, safe and warm holiday weekend!

General
- Several "rival" bosses now don't inflict hitstun on themselves if their attack connects with the player; this should fix cases when these bosses would freeze in place when colliding with guarding players.
- Changed interaction mechanisms between players and crush zones. Crush zones scripts are now passive by themselves, and player script now instead scans for crush zones if it detects being pinched from two opposite directions during terrain unstuck check method. Crush zones now require to overlap the player using OOBB collision check instead of AABB to take into account player's angle and exclude more cases of unfair deaths.
- Fixed a stray tail childsprite appearing on player's position if Bike Carol player gets crushed.
- Shockwaves from Stinger Bombs now should not skip or add extra waves depending on delta time.
- The Results menu now waits for 20 frames before removing any slowdown effects - this should return proper slowdown effect if, for example, the stage is considered complete on defeating a "rival" boss character.
- Cutscenes in Palace Courtyard, Nalao Lake, Diamond Point, Merga, and the ending should now be skippable in Classic mode.

Neera
- Most player melee attacks now apply a multiplier to the target's invincibility time based on the current speed of the animation. This is aimed at fixing an issue with Neera's multi-hit attacks where they would land fewer hits at higher speeds, making some of her Focus boosted attacks deal less overall damage than her unboosted attacks.
- Neutral attack on the ground no longer decreases Neera's ground velocity during the animation.
- Increased speed gain from Spear Drive from 3 to 5. Additionally, the speed increase on the ground is no longer capped at 18 and now adheres to the global ground speed cap of 24.
- You can now hold Down when using Neera's Hammer Drive in order to fast fall.

Items
- A new item has been added: Petal Armor, which increases the invincibility time after getting hit without a shield from 1 second to 3 seconds while equipped. It can be purchased from Yuni in the Singing Water Temple for 1 gold gem or Chloe in Shuigang/Parusa for 2 gold gems. (As a side note, the requirement for the Treasure Hunter badge will remain at 30 items regardless of how many new items are added in updates.)
- Chloe now sells Strong Shields and Element Burst, for 3 gold gems each.
- Element Burst's price in Classic mode has been reduced to 1 gold gem to match its price in Yuni's shop in Adventure mode.
- Updated Max Life Up's sprite so the petal matches the one on the Crystals to Petals item.
- Cores are now magnetized by metal shields instead of earth shields. The description of the metal shield in the Guide has been updated to reflect this. Their magnet range now doubles while the shield is active.
- Added the vinyl for Globe Opera 2A and City Hall to Classic mode's shop. It should now be possible to obtain every vinyl in Classic mode.

Airship Sigwada
- Increased the vertical range of Corazon's arena to fit tightly within collision and pushers. Same for Corazon's arena in the Battlesphere.
- Changed pushers to Instant Eject mode to avoid the player getting caught on the top walls' corners of Corazon's arena.

The Battlesphere
- In Galactic Rumble, added a crush zone to the lowering ceiling in accordance to the new crush checks' mechanisms.
- Fire platforms in Battlesphere should now spew fire more consistently.

Robot Graveyard
- Prevented Monster Cube's laser from instantly firing right after transforming into Moth form on 2nd+ transform.

Snowfields
- Serpentine's phase transition now should properly pause the terrain quake sound when the player pauses the game.
- Serpentine's shield during upper Dual Crash attack now deals knockback properly if the player touches it.
- Serpentine's shield during upper Dual Crash now has slightly more vertical knockback, making it more likely to push the player that touches it into the bullet stream.
- Serpentine's boss script now can control where the player and Serpentine get teleported to when the phase transition begins, and can also lock player's control for a certain duration. In Snowfields this is done to reliably put the player near the Wood Shield crystal during the phase transition from Serpentine to Wolf Armor.
- The moving terrain during phase transition now doesn't get destroyed after reaching certain point. This should avoid situations when the player hits the shield crystal very late and doesn't get it because of the moving terrain the crystal is pareted to gets destroyed.
- The top pusher in the Wolf Armor arena is now properly enabled.
- Increased the vertical range of Wolf Armor's arena to fit tightly within collision and pushers. Same for Wolf Armor's arena in the Battlesphere.
- Slightly changed the funneling trash terrain that leads to Wolf Armor's arena so that its collision would align with the arena's main walls.

Lightning Tower
- Switched colliders to Pushers in the top segments of the tower that lead to the boss to prevent Bike Carol from riding the internal wall along its curvature and ending up riding on the outer wall.
- Increased boss activation range for Storm Slider, fixing it not starting the fight if the player lands on the rightmost part of the rail.

Magma Starscape
- Changed Activation Mode for the rising platforms used in the boss arena to prevent some of these platforms not being present during the fight if the player happens to ascend too fast.
- Changed exit offset of the camera hotspot in the boss arena so that the hotspot would "let go" as soon as the player leaves its boundaries - this should ease cases of receiving unfair damage when the player gets into the boss arena area before lava rises up properly and then falls back down.

Inversion Dynamo
- Fixed player's tail being inverted if respawning on one of the left-facing checkpoints.


[ 2022-12-25 16:24:03 CET ] [ Original post ]

Steam Awards Nomination & Steam Autumn Sale!

Avalicians, heed our call! The Steam Awards are in full swing, and with Freedom Planet 2 now officially compatible with the Steam Deck, we humbly ask for your consideration in nominating us for Best Game On the Go!

Additionally, with the Steam Autumn Sale in full swing, we have restored our 10% launch discount, as well as special discounts on the rest of our Steam library including the original Freedom Planet, Grapple Force Rena, and Petal Crash. Thank you again so much for your support over the years, and we hope you all have a nice and relaxing week!

- Sabrina


[ 2022-11-22 22:16:40 CET ] [ Original post ]

Version 1.1.8r is Live!

Hello Avalicians! This update contains a bunch of fixes and quality of life changes we've been working on the past couple of weeks. We've also addressed the performance issues with Lunar Cannon. Thank you again for your feedback and for all of your support!


General
- Adjusted interaction conditions for various enemies and gimmicks, so that they would either properly return players into their alive / KO'd state or reject KO'd players outright. This includes the drill rides in Phoenix Highway, spinning columns in Globe Opera 2, and pinball flippers in Bakuna Rush.
- Enemies now remove all of the accumulated points of player-inflicted elemental damage (through Element Burst item) on death. This should fix freshly respawned enemies having leftover elemental damage ticks.
- Some bosses that can retreat now remove player-inflicted elemental damage on retreating.
- Removed possibility of dealing stacking damage to the player from attacks that use ProjectileBasic and ProjectileRocket scripts, as well as other various attacks.
- Environments where the player isn't supposed to take lasting damage (like Tutorials and Dodgeball training) no longer check if the player is in Hurt state to heal inflicted damage. This should fix cases when damage dealt to the player wasn't recovered if the hit was absorbed by super armor.
- In the cutscene viewer, disabled "Airship Sigwada: Boss Intro" for Carol as this cutscene doesn't exist in her story.

Carol
- Players can now hold down the Attack button and Carol will automatically use her claw combo as fast as possible.

Cutscenes
- Cutscene dialog boxes now remain visible when the game is paused.
- Pausing the game during a cutscene now plays a more subdued sound effect.

Royal Palace
- Split Leone's ending dialog into two lines to prevent the second sentence from being cut off.

Avian Museum
- Adjusted the physics of the bird springboard platforms to make them bend under the player's weight when the player walks on them.
- Added missing wings to two floating platforms in the virtual reality area.

Tiger Falls
- Rosebud now removes player-inflicted elemental damage from its main head weakpoint after restoring the weakpoints on its body.

Robot Graveyard
- Slightly altered conditions for activating the first zombie encounter dialog.

Globe Opera 1
- Removed possibility of dealing stacking damage to the player from exploding grid tiles.

Auditorium
- Overlapping projectiles from the boss no longer deals stacking damage to the player if more than one manages to overlap and hurt the player at the same time.

Nalao Lake
- Plant spirals are now flagged as harmless, preventing the player from being able to heal when attacking them with Life Steal potion slots equipped.

Ancestral Forge
- Adjusted the physics of the beanstalk leaf platforms to make them bend under the player's weight when the player walks on them.

Lightning Tower
- Players can no longer enter a circuit bridge node that is already occupied by a marble.
- Corazon's letter in Carol's ending cutscene no longer has animated text.

Bakunawa Chase
- Fixed an issue where dealing damage to Crabulon before its health bar appeared could lead to its body becoming immune to damage before the fight was over.
- Crabulon's main body is now more responsive to being hit.

Bakunawa Rush
- Raised the angled ceiling above a mandatory pinball to prevent it from erroneously bouncing against it at certain frame timings.

Lunar Cannon
- The color exclusion shader has been removed, as it was causing graphical glitches and performance issues on some PCs that affected the playability of the stage. Instead, the stage now uses a modified variant of the lighting system that removes the blurring effect, with light maps added to the terrain texture.
- Swapped the slam sound effects for Merga's defeated animation.


[ 2022-11-17 21:09:30 CET ] [ Original post ]

Version 1.1.7r is Live!

Good Monday, Avalicians! Today's update includes a bunch of fixes we've been chipping away at over the past week. Thank you for your continued reports!



General
- Touched up Askal's aerial Hundred Hook sprites.
- Capped the maximum damage the player can receive from stacking shockwaves to 1.
- Removed stacking damage the player receives from Traumagotchas and Snatchamons.
- Rotating Terrain now should have proper time slowdown duration.

NPCs
- Implemented additional dialog checks to take player character into account. This hopefully should fix issues with unread dialog lightbulbs not properly disappearing when they should, caused by some NPCs having character-exclusive dialog trees.
- Tightened conditions that would move and stop the player when an NPC interaction is activated. This should more reliably make the player character stop moving when walking into proper position after initiating a dialog with an NPC.
- Slightly lowered the animation speed of the player when they walk into position after initiating a dialog with an NPC.

Battlesphere
- Saw Shrimps now should properly restore their Activation Mode after finishing their attack. This should prevent issues when arenas would spawn new waves of enemies because the remaining enemies are Saw Shrimps that are deactivated due to incorrectly set Activation Mode.
- Fixed additional issues with getting KO'd during Mecha Madness. Additionaly, fixed the player sometimes not receiving damage from custom damage instances due to clearing the custom damage instance queue under incorrect conditions.
- Expanded the collision of pillars in the Battlesphere rematch of Diamon Point's boss to match their expanded size in the proper stage.

Adventure Square
- Fixed Judie not having any dialog lines in postgame.
- In the Time Capsule cutscene, Neera's name should now correctly appear in the dialog box for her "....." line instead of Milla's.
- Increased the area of the Time Capsule cutscene trigger in the museum, so that the cutscene would be properly triggered if activating the capsule when standing on the right side.
- Added the entirety of the options to the IDEA kiosk's dialog branches in the museum, so that the player wouldn't have to interact with the kiosk anew each time to read on another topic.
- Increased the bounds of the Exit Zone in the museum.
- Possibly fixed the player sometimes visibly twitching when crossing the floor line in the elevator in the museum.
- The pusher on the right border of the hub is now set to use Instant Ejection to avoid the player position twitching when they run against it.

Nalao Lake
- The plane switching on the first loop has been further tightened to make getting stuck in the terrain less likely.
- Spike Terrain that doesn't deal any damage now doesn't override the type of damage the player received. This should fix the water arcs in Nalao Lake causing incoming damage to be water type when the player rides on them.

Bakunawa Chase
- Fixed the stage not properly ending after the player loses all their stocks.
- Increased invulnerability after the player's ship "revives" from 1 to 2 seconds.
- Possibly fixed a case when player's ship could immediately be destroyed upon "reviving" due to the damage that could have taken when the ship was going down during "death" state.

Time Capsule Sidequest
- The secret boss now can trigger health regeneration at exactly half health (3 full segments on boss HP bar), instead of when its health drops below that.

Cutscene Viewer
- Starting a cutscene from the viewer will now clear all currently loaded game data. This should prevent issues where certain cutscenes would not play or play the truncated/Classic version of the cutscene if the viewer is used after loading a save file.
- Fixed non-Lilac versions of the Bakunawa Rising cutscene setting the player in the wrong location, bringing them to the level itself instead of the cutscene.


[ 2022-10-24 18:21:44 CET ] [ Original post ]

Cutscene Viewer! Version 1.1.6r is Live!

It's already been a month since our launch?! Happy One Monthiversary!

Today's build contains an extensive number of fixes and refinements, and additionally adds the ability to replay most of the cutscenes for any character that you have a game completion badge for.



General
- The Gallery section of the main menu now has a cutscene viewer. This allows you to view the majority of the game's cutscenes for any character that you have a corresponding "game clear" badge for. Radio conversations are omitted due to current scripting limitations, as are the cutscenes that play after defeating Merga, after collecting the time capsule in Adventure Square, and after collecting the three combiners in Nalao Lake.
- Implemented a system that requires scripts to request changes in game speed, instead of setting it unilaterally themselves. This should fix an issue when the game was permanently slowed down, for example, after the player dying and being revived by a gimmick or under other unusual circumstances.
- Implemented a KO status enum for FPPlayer, used for tracking whether the player is alive or should be returned to a KO state after interacting with certain gimmicks that temporarily force a specific state. Also used in checks for accepting or rejecting a player into certain gimmicks.
- Introduced a separate player state for falling KOs. Functionally similar to Crush KOs but doesn't drop player's velocity.
- Player's input lock timer that is set by certain gimmicks such as Springs should now tick down in every state. This should fix some issues like Carol not being able to cling to a wall when riding off a grindrail after boosting off a horizontal spring.
- Debris spawned by destroyed bosses now should have proper scale that takes into account the scale of the parent elements - relevant for mini-Heralds, that previously had debris size of regular Heralds.

Carol
- Fixed the shading on her tail during her idle climbing animation.
- Changed the character swapping mechanism for Carol and Bike Carol - instead of swapping directly to a different player instance, all physics and animation values for the bike are stored in the player object and only these values are changed. This should hopefully fix an issue when Carol and Bike Carol physics parameters were having incorrect values after interacting with some water-related gimmicks.

Shenlin Park
- Fixed a softlock which occurred when Trigger Joy was defeated while jumping.

Royal Palace
- In the night version of the palace, selecting "I'm ready to leave" will now take players directly to the cutscene that unlocks Bakunawa Rush instead of taking them to the world map (where previously they would need to walk to the exit in the sky leading to Bakunawa).

Avian Museum
- The wings on the floating platforms are now animated.
- Changed the red stripes on the columns behind the Saga blocks in the final area to purple to match the rest of the virtual area.
- Saga blocks shouldn't accept crushed players anymore. They can still accept regularly KO'd players, and will return them back into KO state properly on disappearing.

Battlesphere
- Mecha Madness now has a wood shield and fire shield to ease the difficulty of achieving a perfect run. Some extra background decorations have also been added to the ground.
- If you enter Mecha Madness with a shield charm equipped, the shield should now properly spawn.

Shuigang
- Fixed King Dail's comments on Bakunawa being shown one stage earlier than intended.

Shade Armory
- Fixed water wheels improperly setting their water target to the player, which could contribute to Carol's physics glitch described above.

Globe Opera 2
-Hopefully fixed a softlock which had a chance to occur when Beast Two was transitioning phases.

Adventure Square
- Fixed Sunny's comments on Captain Kalaw being shown after completing Nalao Lake instead of Sky Bridge.
- Judie will no longer shout propaganda after she quits her job.
- The addition of the City Hall vinyl to Digo's shop had knocked Audio Log C out of his inventory, this has been fixed so it should be possible to obtain the Audio Log C vinyl again.

Nalao Lake
- Attempted another fix for the collision softlock that can occur on the loop at the start of the stage.

Lightning Tower
- Player circuit bridges shouldn't accept or hold dead players within themselves anymore.

Ancestral Forge
- Fixed Gnawsa Lock's bubble improperly setting their water target to the player, which could contribute to Carol's physics glitch described above.

Diamond Point
- The ending cutscene on the world map for Carol has been extended with previously unused dialog.

Inversion Dynamo
- Removed springs from a specific section that were more of a hinderance than a help.
- Several teleporters placed against walls will now set the player's speed to a minimum value in order to prevent potential softlocks.

Lunar Cannon
- Player's inputs should now be temporarily ignored during the sequence after the boss is defeated and the screen feed goes out.

Merga
- Restored the slam sound in the Classic version of the introductory cutscene.
- The time slow for Eclipse Merga's downward boost strike and Bakunawa Fusion's instakill charge changed from 0.07f to 0.0625f for an even frame count (0.0625 is a power of 2); the total in-game time spent in slowdown for these remains the same.

Time Capsule Sidequest
- Saga blocks have received new methods that break and blow them up in case the player trapped inside gets instakilled in the secret stage. In this situation, the game no longer repeatedly ejects players from circuit bridges and doesn't turn all Saga blocks solid on instakill trigger; events in this setup are arranged more gracefully now.
- Fixed the camera not properly interacting with the boss arena hotspots after the mid-fight cutscene.


[ 2022-10-13 18:26:31 CET ] [ Original post ]

Verison 1.1.5r is Live!

Good evening Avalicians! This update addresses the notorious "direction lock" glitch at last, adds a missing vinyl to the game, and contains many other fixes, balance tweaks, and visual updates.



General
- The internal flags for locking the player's direction and hiding their tail sprite are now reset by default when player animation is changed, to forcefully reset these variables when animator clips themselves do not. This should fix issues where the player's direction was locked in some cases, like entering cutscenes during an animation that locks player's direction; and also similar issues when Lilac's hair or Carol's/Milla's tails could sometimes disappear.
- Lilac's extra velocity granted by Blink Dash gets reset on KO.

Audio
- Added a missing vinyl for City Hall's music to Digo's shop in Adventure Square. This brings the total number of vinyl in the game to 90. Please note that the track IDs from Adventure Square onwards in the jukebox have been increased by 1 accordingly; This new numbering will be used in the official OST once we start work on it.
- Swapped the two "slam" sound effects so that the more intense sound will play for bosses.

Avian Museum
- Touched up a few tiles, specifically the metronome platforms, flip platforms, plant column interiors, mesh fencing, stone columns, and the geometric shapes in the virtual area.
- Adjusted the way Drake Coccoon and its weak points register damage to avoid situations where the spider would automatically self destruct if all of its remaining weakpoints are offscreen. Also forced its velocity to zero when firing electric orbs to prevent it from occasionally sliding during this state.

Zao Land
- Circle Conveyors now properly follow delta time and won't add more velocity on higher refresh rates.

Battlesphere
- Tightened the collision geometry in Galactic Rumble and make the bordering terrain exist on all three collision layers. This should prevent issues with players falling through the stage.
- In Rolling Thunder, moved the rightmost button 32 pixels to the right to make it less likely that players will accidentally reset the marble while pushing the switch beside it.

Tidal Gate
- Fixed an issue where the player could break the intro of the Shell Growth fight by creating a special case for boost rings which temporarily blocks input.

Nalao Lake
- Moved the larger spring wall to the right slightly so that it is no longer resting on sloped terrain, which was causing the player's movement in the second half of the stage to be erroneously halted if they dashed at it while grounded.
- Infected Aqua Troopers should now play their sword swing sounds just like the normal variants.

Lightning Tower
- Made adjustments so that the player will no longer need to chase the spark as closely after the first Drake Cocoon in order to ensure the relevant doors open, and also to ensure they're less likely to miss the marble next to the relevant node.
- Addressed two potential softlocks with the second Drake Cocoon: one where it would be destroyed by a crystal box before it could break through the floors, and another where the player being too high could lead to the Drake Cocoon not destroying all of the floors.
- Slightly eased spark timing on this same ascent. In the event that the sparks cause the circuit guns to fire at the same time instead of alternating, it should now be reasonably possible to climb past them without getting hit.
- Red flashing on circuit guns has been eased to a gentler orange flashing.

Ancestral Forge
- Keyfish fountains will now lower themselves into the ground when the keyfish inside is collected. This should help prevent new players from mistaking them for locks when backtracking.
- The top-most keyfish fountain in the first water room has been moved from its original platform to the terrain on the left.
- Added an additional vertical path on the left side of the first water room to make backtracking to the first keyfish lock more intuitive. This extra path contains another water shield, as well.
- Adjusted the camera boundary of the area with two locks in the first water room so that the keyblock wall on the right side is easier to see.

Clockwork Arboretum
- Rotating gears now properly follow delta time and won't add more velocity on higher refresh rates.
- Shuffled the Z order of all terrain in the stage in an attempt to fix Z fighting at high zoomout.

Inversion Dymamo
- Removed a few excess enemies and spikes.
- Small adjustment to top route at the end of the level to make it more navigable.

Time Capsule Sidequest
- Some of the stage geometry in the secret level has been touched up. Added springs to help with navigation, additional hiding spots, and an additional metal shield container.
- The weakpoint of the secret boss is now slightly bigger.
- Decreased the height of the hologram's attack box by 8 pixels so that characters other than Carol can jump over it with a single maximum height jump (with proper timing).


[ 2022-10-07 02:17:10 CET ] [ Original post ]

Version 1.1.4r is Live!

Good Monday, Avalicians! This update contains a visual overhaul to Shenlin Park's cruise ship area. We also have some additional fixes, thank you again for the reports!



General
- The loading screen now has a protocol in place to forcefully load the Classic map in the event that the Adventure map is being loaded in a Classic save file. This should prevent a softlock after defeating Merga again on an already cleared save file in Classic mode.
- Fixed a vinyl icon appearing for Bakunawa Chase in the Records tab of the global pause menu despite no vinyl existing in the stage.
- Fixed a typo in the Guide that stated you needed 300 crystals for an extra stock when the default is actually 250.
- Fixed an issue on the world map where players could walk to the space where the Basic Tutorial would appear before it's properly unlocked (after clearing Dragon Valley).

Shenlin Park
- The cruise ship in the final section of the stage has a new tileset. The collision geometry is about 98% the same as before, just some small adjustments were made in a few areas to accommodate the new tiles.
- Added a diagonal spring on the middle route just before the big double loop to make it easier to reach the top section of the loop from the bottom deck.

Battlesphere
- Acrabelle's drumroll at the start of her fight should now properly obey the global SFX volume.
- Beast One is now inactive at the start of the scene, so it should no longer be able to damage the player before they have a chance to control their character.
- Slightly increased the active range of the boss arena for Captain Kalaw's Sky Bridge rematch to make it less likely that the challenge will auto complete when Kalaw is offscreen.
- During the initial Mayhem Monday circuit before Kalaw's Challenge is cleared, choosing to quit through the menu after being defeated in any of the four mandatory challenges would take the player to a blank arena menu. This has been changed to return to the map screen instead.

Shade Armory
- Moved the first metal shield 32 pixels to the left so that Carol is able to reach it with her normal punches.

Auditorium
- Beast Three's electric orbs should now properly obey the global SFX volume.

Sky Bridge
- Moved the trajectory of Droplet Ships on the red beacon platforms back so that they cover only the left area, as the change in the previous patch was making them difficult to deal with for players who have the No Guarding stone equipped. Also lowered their position so that it is easier to reach them.

Inversion Dynamo
- If the first cutscene is skipped while the screen is fading to white, the white fade effect will now be properly disabled instead of persisting through the entire stage.

Lunar Cannon
- Added the vinyl chest to the list of the Stage Items, so that the player wouldn't be able to "collect" it multiple times on stage revisit.
- Added a pusher to the left of the player spawn in the beginning.
- Made one slightly slanted part of the left wall of the vertical shaft before the first checkpoint completely vertical.
- Trooper Turrets should now no longer override the Action Guide button prompts for the rest of the stage when the player mounts one of them. They also properly forget the player on dismount.


[ 2022-10-03 17:10:52 CET ] [ Original post ]

Sample Version Updated to 1.1.3!

Hello, Avalicians! At long last, the Sample Version has been updated. The amount of content is the same as before - Dragon Valley with all four playable characters - but it should now more accurately reflect what is in the full version in terms of features, mechanics, and system compatibility. Please note that this only applies to the Windows build for now. (Additionally, the larger filesize is due to the newer .NET framework the game engine uses.)

Hope you all have a fantastic Friday!


[ 2022-09-30 16:48:58 CET ] [ Original post ]

Version 1.1.3r is Live!

Hello Avalicians! This update patches up a few trouble spots, adds in more loop points for music tracks, and has numerous other bugfixes and quality of life changes. Thank you again for playing!

General
- The character select screen now properly shows the current button assignments for each listed move, instead of always showing the default keyboard keys.
- Updated conditions for checking the Perfection and Character Master badges.
- Fixed conditions for the Speed Hunter, Battlesphere Legend, and Sparring Buddy badges.
- Low Oxygen meter now makes the same alert sound as the heat meter.
- The local fade transition effect (used a lot during cutscenes) now has a 5 frame delay before it starts turning transparent again, to compensate for possible delta time and framerate discrepancies (which would at times start unfading when the camera hasn't yet moved to the new scene location).

Music
- Added missing loop points for the songs for Basic Tutorial, Boss - Robot B, Boss - Arena, Hub - Shuigang, Battlesphere Course, Map - Floating Island, and Paradise Prime.
- The loop point for Lightning Tower has been adjusted so that the second half of the song is now heard ingame.

Royal Palace / Dojo
- Fixed Askal's rock spawning being framerate-dependent.
- Askal now should stop his dashes closer to the player before launching attacks to compensate for their hitboxes.
- Moved Milla out of the frame for the start of the Palace Return cutscene, so that she now enters the screen from the left instead of standing in place until her first line.

Battlesphere
- Increased duration of some of the Player Cannons in Mondo Condo to make sure the player isn't overlapping terrain by the time the cannon fires.

City Hall
- Added a camera hotspot to the entrance area to stop the camera from being able to show the inside parts from the main entrance if the player is travelling at high speed.

Tidal Gate
- Lowered the starting point slightly so that it's visually at ground level.

Sky Bridge
- Life Petals dropped by WeatherFaces are now magnetic, so that player wouldn't miss out on them in case they are forced off of their current location.
- Fixed the bottom pusher under one of the Beacon arenas that would push the player in a wrong direction, which would force a restart.
- Droplet Ships should now cover the Beacon arenas more uniformly from left to right.
- The cutscene transition in Sky Bridge now has a 30 frame delay, so that there is enough time to collect any dropped Life Petals.
- Rocket Sleds in Sky Bridge now turn off their sound after ejecting the player to prevent the sound from staying for the entirety of the stage if the sled failed to turn inactive.

Paradise Prime
- Fixed the typo in Tatay's line (again).

Lightning Tower
- Turned off Falling KOs in this stage, as sometimes the camera hotspot setups could kill falling players, as noticed at some areas that Drake Cocoons fall through.

Diamond Point
- Increased the size of the side pillars' collision so that the characters will be less obscured when they are standing right next to them.
- The boss should no longer have their velocity severely reduced at the start of their dash attack in later phases of the fight.

Gravity Bubble
- Added a pusher to the top of the Gravity Bubble's final underwater sequence, further preventing the player from jumping over the exit zone trigger.

Bakunawa Chase
- KOs are now tracked properly.

Merga
- Lifted the spawn height of the eruption fireballs for Merga's Blood Moon phase to make sure the fireballs spawn more consistently on different framrates.


[ 2022-09-29 17:37:48 CET ] [ Original post ]

Input Fixes! Version 1.1.2r is Live!

Hello again! We have a new update that adds better controller recognition for systems with multiple joysticks plugged in. Select the "Devices" button in the Control Settings menu until the game cycles to your preferred joystick, and at that point you should be able to rebind it. We recommend plugging in your controller(s) before booting up the game if you continue encountering issues with auto assignment.

This update also includes other fixes and quality of life changes. Cheers!

General
- The game no longer updates the window dimensions at every scene change; Instead, it only updates at bootup and within the Display Settings menu. This should prevent the window from snapping back to the primary monitor when it is being played on a secondary monitor.
- More minor volume tweaks of 1-2 dB each. Both of the Snowfields boss tracks were slightly increased, Shang Mu's map was slightly decreased, and Globe Opera 1 and Merga's pinch mode were very slightly decreased.

Input
- Increased the number of controllers that can be auto-assigned when plugged in from 1 to 10.
- Increased the number of controllers that can be cycled through in the Control Settings menu from 1 to 10.
- When no controllers are detected, the first joystick assignment in the Control Settings menu now reads "No joystick detected" instead of "None" to make this clearer.
- The Fists of Frog arcade game in the Battlesphere should once again use the player's custom control bindings instead of always using the default bindings.

World Map
- Fixed the crossing below the Royal Palace being accidentally flagged as an exit, which was causing it to display an alert whenever a new stage was available anywhere in Shang Tu.

Gallery
- The game was checking for the Patron of the Arts badge to determine if the museum was fully repaired, which would cause issues with new save files since badges persist across saves. It now checks specifically for all 138 exhibits to be complete on the current save file.

Battlesphere
- Fists of Frog's high score now defaults at 2000 instead of 2500.
- Increased the activation range of Heralds in Mecha Madness to try and avoid an issue where they could fall out of the arena at the end and softlock the challenge.

Nalao Lake
- Made the first jump-through platform in the stage exist on both collision planes at once to avoid a situation where players could get permanently stuck if they approached the gold springs at a certain angle.
- Lowered one of the underwater crystal flowers that was visually floating above the ground.

Magma Starscape
- Fixed a problem with Hundred Drillion's drill swarms not obeying the global SFX volume.
- The speed at which Hundred Drillion burrows into terrain is about 12% slower.


[ 2022-09-26 23:42:30 CET ] [ Original post ]

Volume balancing! Version 1.1.1r is Live!

Good Saturday, Avalicians! This update focuses primarily on adjusting the volume levels of some of the music tracks and voice lines along with other minor fixes. Due to the audio adjustments, the download size for this update is larger than usual.

General
- Fixed an incorrect time variable that was causing badge messages to permanently display on the screen until the next scene change.
- Several music tracks have had their base volume increased. This was especially an issue with the boss tracks for Merga, Robot A, and Arena, which have had their base volume increased by 4 dB. Robot B, Beast One/Two, Beast Three, Globe Opera 2, Palace Courtyard, Boss Kalaw, and Weapon's Core have also received slight volume bumps of around 2-3 dB.
- The music tracks for Stage Clear and Speed Gate have had their base volume decrease by 1 dB.
- The volume of the Magister's voice lines in the second half of the game have been brought down 2 dB to fit with the other characters.
- The volume of the majority of Milla and Pangu's voice lines have been increased by 2 dB to fit with the other characters.

World Map
- Fixed Inversion Dynamo and Lunar Cannon having swapped vinyl IDs on the map hud.

Palace Courtyard
- In the cutscene following the stage, made it less likely that Neera's first stabbing animation will lock up at certain framerates. Her scream has also had its volume increased by 2 dB.

Adventure Square
- Increased the volume of one of Neera's quieter lines towards Carol in the cutscene following the completion of all three Parusa arcs.

Zulon Jungle
- The Droplet Ships in the background now use the same alternate sprites as the ships in the foreground.
- Increased the volume of Carol and Spade's conversation by around 3-4 dB.

Nalao Lake
- The dashing ability of [REDACTED] now provides 15 frames of invincibility. This also extends to the Battlesphere challenges.

Clockwork Arboretum
- Two of the quieter lines between Carol and Corazon have had their volume increased by 4-5 dB.

Time Capsule Sidequest
- Getting crushed in the secret level while inside a Saga Block will now destroy the block, which should prevent the player from being trapped again and entering a partially dead state where they are invisible.
- During the secret boss fight, the crush KO is changed to a normal KO specifically when the Free Revivals assist option is turned on.


[ 2022-09-24 20:02:38 CET ] [ Original post ]

Version 1.1.0r is Live!

Good evening Avalicians! We wanted to push out one last update tonight to address savefile corruption, this should hopefully make it less likely that saves will be eaten up by unexpected closures of the application. We also have a fix for an audio glitch introduced by Titan Armor's new phase, some balance changes to Astral Golmech that should make the fight more consistent, and other minor fixes.

General
- Edited the saving method to use a FileStream with parameters to forgo caching and write into the file immediately, hopefully reducing the probability of corrupting a save file. This change required going to full .NET 2.0 API compatibility, which increased the game's filesize by approximately 10 MB.
- Fixed the continue screen not checking for the No Stocks brave stone to be equipped when returning to the stage.
- Fixed a stale badge-related error that would sometimes make taking photos impossible and making the photo menu's HUD disappear.
- Badge notifications in Pause Menu should no longer have their screen time pause with the game.
- The Challenger badge will no longer be awarded if the player only had Time Limit as their only brave stone and didn't meet its time requirements.
- Fixed the Speed Hunter badge not considering the amount of collected crystals, and had an incorrect comparison sign in its time condition.

Shenlin Park
- Edited some open-air areas when the player could escape the confines of the layer switching and remain in the background of the level.
- Added collision to the underside of one specific area under one of the pipes to prevent the player going into the background.
- Lowered the water level by 40 pixels, and lowered water-containing walls in the background as well as the smaller boats to match.
- Edited the collision shape of one of the smaller boats to make it a bit more curvy and less sharp on bits on the left.
- Set drawing order of another boat to prevent the Jaw Drop above it from being obscured by the boat's visuals.

Battlesphere
- Fixed an issue in the boss rematches where Serpentine would always taunt the player when knocked out even if they weren't fighting Titan Armor.

Shuigang
- The lighthouse lift now follows the player, similarly to the elevators in the Battlesphere lobby.

Tidal Gate
- Fixed camera malfuctions at the end of the boss fight.
- Slight adjustment to the platforms just before the boss fight to hide empty visuals.

Refinery Room
- Fixed an issue with the low gravity addition from the previous patch where gravity was being ignored while the boss was rising.
- When Golmech's fists pound the terrain, it will no longer spray projectiles everywhere, but instead create yellow crystal spikes.
- During the hopping phase, the boss is pushed up slightly less on impact with the ground so that its punches can reach the ground more reliably when it starts rapidly punching.


[ 2022-09-24 03:42:27 CET ] [ Original post ]

Version 1.0.9r Hotfix

The last build introduced a critical error that needed to be corrected immediately, sorry about that!

General
- The fix for the blank Lilac/Normal file glitch was preventing any new save files from being created, so it has been removed. A different solution will be found later.


[ 2022-09-23 22:16:44 CET ] [ Original post ]

Titan Armor Reborn! Version 1.0.8r is Live!

It's Friday! Just in time for the weekend, we have a new patch that makes extensive changes to the second Titan Armor boss fight, among other fixes and quality of life additions. We may still adjust the new phase of the Titan Armor fight, but overall the added variety should make it more worthy of its high HP.

General
- The fix for cancelling a new game creating a blank Lilac/Normal file was somehow reverted, this version adds the fix back in.
- Updated the item icon that Element Burst uses on the difficulty selection screen to use the correct graphic.
- Alert icons on the world map now appear on map exits that lead to maps with new stages in them.
- Alert icons on the world map now have a small bouncing motion to make them more visible.

Lilac
- Blink Dashes now extend Lilac's guard invulnerability, which should make it less likely that players will eat damage if they accidentally blink dash after guarding in place.

Dragon Valley
- Added the stage's vinyl to the list of one-time items, which should hopefully prevent it from respawning if it has already been collected before.

Royal Palace
- In the night version of the hub, Neera no longer appears in the Magister's throne room during the brief window before the player has spoken with the Magister, in order to avoid a dialog box conflict when trying to speak to her as the cutscene begins. She instead appears in the hallway beforehand.
- Adjusted one of the brick piles in the night version of the palace hallway to close a visual gap underneath it.

Avian Museum
- Adjusted the terrain near one of the loops in the outdoor area so that it's no longer possible to get permanently stuck inside the terrain when the loop changes your layer.

Airship Sigwada
- The laser cannon sounds should now obey the global SFX volume.

Shuigang
Fixed Ainia's shop menu sprite having no character icon.

Auditorium
- The BFF2000's jet burner and charge sounds should now obey the global SFX volume. Additionally, the audio for its small spark shot now stays on one channel to prevent it from drowning out other audio effects.

Palace Courtyard
- Fixed a missing background at the end of the subway section.

Zulon Jungle
- Titan Armor's missiles now explode on collision with platforms, even from underneath. This prevents a glitch where the vertical missiles in the first half of the stage were sinking through the platforms.

Nalao Lake
- Titan Armor will punch more aggressively now at medium range, lunging forward based on the distance between it and the player.

Ancestral Forge
- Extended the background transition zone in the final puzzle area to cover the first checkpoint in this area, as it was causing no background to appear on restart.
- Increased the sorting order of the torches on the final room's rotating lava block to prevent them from appearing underneath the block instead of on top of it.

Lightning Tower
- Storm Slider lightning bolts should now adjust their volume based on the global sfx volume. Since this was initially why the sound was so loud, the volume in its base file has been restored.

Refinery Room
- If the arms are destroyed first and the boss begins to float around the arena, it will now have a soft amount of gravity applied to it, which should make it stay in striking range more often.

Inversion Dynamo (Stage)
- All of the spikes on grind rails have been replaced with Raytracker enemies.

Inversion Dynamo (Titan Armor)
- The boss now has a second phase where its core is exposed. Serpentine at this point will exhange the missile rain attack for a bullet rain from his blaster. Any homing missiles that are present in the arena during the phase change are removed.
- At the start of the fight, the boss waits a full second before initating an attack.
- The hitbox of the punches have been adjusted so that it is less likely that players will get hit while standing on the ground in the center of the boss.
- Warning zones now appear on the edges of the screen for the hand laser attack.
- The hand laser attack has increased startup time, and the audio cue has been lengthened to make it easier to hear.
- For the hand laser attack, instead of firing a spread shot of 3 lasers 4 times, the attack fires 6 times at increased speed, but alternates between firing 2 lasers straight forward and 2 lasers at an angle. This gives the diagonal lasers a much more consistent trajectory.
- The target blip sound of the missiles now stays on one channel to prevent loud overlapping of blips.
- The boss arena is now twice as long.
- Added a barrier to the top of the arena like in the Battlesphere fight.
- Smoothed out the death animation.
- The timer now stops when the star card is collected, as is the case with most other stages.


[ 2022-09-23 21:36:33 CET ] [ Original post ]

Version 1.0.7r is live!

Good Wednesday, Avalicians! This update includes more balance tweaks, some bugfixes including a concerning softlock in the Battlesphere lobby, and some additional NPC dialog to the Gallery in the postgame.

General
- If the player's first Time Capsule is collected in the Battlesphere, the prompt will now indicate that one capsule can be found elsewhere in Avalice.
- Fixed Tidal Gate, Nalao Lake, Sky Bridge, Lightning Tower, and Ancestral Forge, and Magma Starscape having the wrong vinyl IDs on the world map.
- Corrected the description of the Strong Revivals potion to read "You recover more life petals when reviving."
- Added some code to the NPC script that should more reliably return control to the player if a cutscene suddenly starts.
- Using Air Forward attack as Neera should no longer reduce her X velocity to the speed cap if she was already over the speed cap before performing this move.
- The Speed Hunter badge will now correctly check to see if the stage was completed under par time, instead of simply checking if the stage was completed with the Time Limit brave stone equipped.

Input
- Fixed the timeout for binding new controls so that it doesn't remove the existing key bind.
- The title screen button prompt now defaults to the Pause button, as it did prior to version 1.0.6f.

Continue Screen
- The cost of continuing at the last checkpoint now scales with your total crystals. The cost is half of your total crystal count rounded to the nearest hundred, with a minimum cost of 100 and a maximum cost of 500.
- Increased the cap on the number of crystals you can earn from the punching bag from 20 to 100. This ensures that it's always possible to afford the price, albeit with a few minutes of punching for players with no crystals.

Gallery
- Bo and Sammy have new lines for when you've obtained the Patron of the Arts badge and finished every exhibit.
- Aaa now appears in the Rail Driver exhibit after the game is cleared.
- Corazon no longer appears in the museum until the game is cleared, as her dialog was referencing postgame events.

Airship Sigwada
- Corazon no longer has hitstun when colliding with guarding players.
- Moved the plane switchers that were near an indoor player cannon in Airship Sigwada so that they wouldn't interfere with the cannon's actions and make it unusable.

Battlesphere
- Elevators will no longer incorrectly set the game into cutscene mode when they start moving without a player in them. This was causing the hub to softlock when the player attempted to speak to an NPC while an elevator was moving.
- Elevators now properly forget the player once the player finishes using one. This fixes an issue when using stairs after using an elevator would forcefully snap players' Y position to the elevator and lift them to their target floor.

Adventure Square
- The time capsule in the museum will no longer flip direction to face the player if they move to the right of it.
- The activation zones for all museum kiosks have been moved further away from the central lift so that it is no longer possible to examine them and ride the lift at the same time.
- The wax figures on the top floor of the museum are now flagged to have players facing them from the right side.
- Attempted to fix an issue where the cutscene actor for Lilac would appear in the basement of Goldie's outside of cutscenes after a certain point in the story, by moving the actor outside of the screen boundaries and then having her snap into place when the corresponding cutscenes begin.

Magma Starscape
- Hundred Drillion now drops 3 life petals after being defeated.

Merga
- Unarmored Merga no longer has hitstun when colliding with guarding players.


[ 2022-09-22 03:22:57 CET ] [ Original post ]

Version 1.0.6r is Live!

Good morning! This is a small patch that addresses some oversights with the new input system. Thank you for your reports!

Input:
- The cutscene pause menu is no longer hardcoded to the old input system, so it should now work with the new input system as well.
- Fixed an issue where choosing to skip a cutscene would sometimes not automatically unpause the game.
- Fixed controllers mapping Pause to the "Select" button by default, it should now default to "Start" with "Select" as a secondary button.
- Removed empty placeholder slots in the default settings for unknown controllers that may have been preventing them from being able to rebind.


[ 2022-09-20 15:40:08 CET ] [ Original post ]

Controller Overhaul! Version 1.0.5r is Live!

Our controller update is now live! We have migrated the game's input system to use Rewired, which should improve controller compatibility across the board and includes several quality-of-life additions. Check out the patch notes below for more specific details on what's new.

This patch also contains bugfixes and balance adjustments. Thank you again for all of your feedback and support! The team and I are committed to polishing Freedom Planet 2 as much as we can.



Input
- The input system for the game has been migrated to Rewired.
- Instead of all input devices sharing the same 27-slot panel, there are three panels for Keyboard, Joystick, and Mouse, allowing for greater flexibility when mapping multiple buttons to the same action. In the Control Settings menu, you can select the Devices option to choose which device to rebind.
- A popup window now appears when selecting an action to rebind, with "Change", "Remove", and "Cancel" options.
- The game will now remember individual input settings for specific joysticks, so there is no longer a need to rebind controls when switching to a different controller that was previously set up.
- Greater stability when unplugging and plugging in controllers while the game is running.
- Button graphics are now handled automatically through Rewired's more accurate naming conventions. We currently have button icons for Sony DualShock controllers, and additional button sprites will be created in the future for other common controller types.
- The font used for button labels has been changed to be more legible at smaller sizes, and label text will dynamically scale to the length of the name.
- During gameplay, buttons prompts in the Action Guide, menu, and elsewhere will dynamically change appearance to reflect the most recently used input device.


Royal Palace / Gong's Dojo
- Fixed a line of Leone's that still provided the option to dine with Askal when he is not present.
- Reduced the hitbox for Askal's Hundred Hook Punch to better match how the move visually appears.

Shenlin Park
- Updated sprites for the drawbridges and monorail trains.

Gallery
- The sign for the Parusa exhibit should no longer state that it is down for maintenance when the door is unlocked.

Battlesphere
- After completion of the required Mayhem Monday circuit, a new location appears on the World Map above the lobby, Battlesphere Arena, which will take players directly to the Battlesphere menu.
- Removed a background star that was appearing over the Battlesphere's fist in the background of the Battlesphere menu.
- Fixed the player cannons in Mondo Condo so that they properly move the player to a different collision plane before firing.
- Ying has new lines in the Battlesphere lobby after specific story events, and she has a unique drawing for each line.
- The lifts in the Battlesphere lobby will now automatically travel to the same floor that the player is on.

Magma Starscape
- When Hundred Drillion flies out of the wall, the drill swarms will wait 1.5 seconds before emerging instead of 0.5 seconds. This should provide a safer opportunity to get damage in before the swarms appear, while still requiring good timing to avoid getting hit.

Gravity Bubble
- Extended the cutscene activation range for Lilac so that she cannot skip Bakunawa rising by swimming high enough over Merga.

Lunar Cannon
- The player's field of view when the stage is dark has been swapped out for a light circle, which should hopefully increase performance on lower end PCs.
- The delay before electric floors cause damage after being touched has been raised from 0.83 seconds to 1.3 seconds. The audio cue has been extended a bit to accommodate for this.


[ 2022-09-20 02:03:14 CET ] [ Original post ]

Version 1.0.4r is Live!

Good morning, weekenders! This update targets a few rough spots in the final stages, addresses a few more softlocks and bugs, and makes the beginning of the Time Capsule sidequest easier to find for new players. Progress on the controller revamp is still ongoing, but if there are no major issues with it then we should have an update for it ready sometime next week.

EDIT: Pushed out a hotfix for the big curves in Phoenix Highway halting momentum on collision. The version number is the same.
- The game should no longer softlock in the Main Menu after pressing Start Game if a corrupted savefile is encountered.
- Fixed an issue where choosing a blank save file, backing out before selecting a character, and then selecting the same file in succession would begin a game with default settings (Lilac, Normal difficulty) without presenting the character select screen again.
- Fixed the Auto framerate option targeting twice the screen refresh rate despite the game not supporting double Vsync.
- Lowered the volume of Rifle Trooper's charge beams and Shell Growth's missiles.
- Fixed incorrect vinyl IDs on the map screen for Sky Bridge and Lightning Tower.

Royal Palace
- Leone should no longer provide an option to dine with Askal during the parts of the story where he is not present in the tavern, which was causing a softlock.

Gallery
- Move the clear signs a bit higher to prevent Z fighting with the main signs.

Nalao Lake
- Increased the hitbox of the Star Card for this stage to try and make softlocks less likely.

Paradise Prime
- Florin's elemental charms and Healing Strike potion now cost 3 Gold Gems instead of 4. This price change has been carried over to the Classic mode shop as well.

Inversion Dynamo
- Restructured the early upper path that leads to the first cutscene, in order to remove a section the player could potentially get permanently stuck in and to make it easier to understand that the player must backtrack for a bit before they can continue with the stage.
- The layout of the upper path before the final checkpoint (with the teleporter maze) has been tightened to make it far less likely that players will travel in circles.

Merga
- Supermoon knives and swords are now tagged as Metal and can be blocked with a Metal shield.
- Lilith's petal blades and tornado funnel were mistakenly given each other's elements. The petals are now tagged as Wood and the tornado is now tagged as Metal, and they can be blocked with Wood and Metal shields respectively.

Time Capsule Sidequest
- Added an animated glow to the time capsule in the museum.
- Fixed the glow remaining on the console if the player skips the cutscene while it's active.
- In the "You Got A Time Capsule!" menu, the Continue option no longer jitters horizontally. Additionally, a new message box will appear upon collecting the first time capsule to remind players of where they can find more.
- Retooled the meter on the HUD in the secret stage so that it does not hide itself again until the alertness level stops decreasing. Additionally, the meter visually resets with each alert level increase. This should make it easier to understand at a glance how the mechanic works and what to do to avoid filling the meter.


[ 2022-09-17 16:35:48 CET ] [ Original post ]

Version 1.0.3r is Live!

Version 1.0.3r is Live!

We have our third patch ready, and on the third day no less! This one includes extra display options, UI fixes, visual and gameplay balances and more. We are also making progress on improved controller support, but this will need a new menu interface and additional testing before it goes live.

General
- Added a Framerate option in the Display Settings. It is Auto by default and will reference the refresh rate of your monitor, but the game can be forced to use a specific target framerate as well.
- Building entrances are now prioritized over talking to NPCs. This should make it easier to enter buildings in crowded areas such as the commercial district of the Royal Palace.
- Life Oscillation now gives a 20% crystal bonus when used instead of nothing.
- Fixed the GalaxyTrail logo on bootup sliding away from the screen too fast on high refresh rates.
- Moved the render texture of the main menu to the left so that the curved Dragon Valley terrain doesn't appear on 32:9 ultrawide screens.
- The game should no longer randomly softlock when trying to visit the Photograph menu as Lilac, Carol, or Milla while riding gimmicks that deactivate their hair/tail sprite.

Badge Menu
- Fixed issues with scrolling getting stuck when viewing Badges in the Pause menu
- Badges menus should no longer have an empty row at the bottom.
- Badges menus now show the unlocked Badges immediately, rather than after when their Badge message is shown on the screen.
- Fixed a few golden Badges that had a silver-lined display when locked.

World Map
- Fixed Palace Courtyard, Zulon Jungle, and Nalao Lake having incorrect vinyl IDs on the map.

Player
- Fixed the condition logic for underwater Cyclones that allowed Cyclone to be performed if the player holds Down input without checking whether the "air action" has been consumed or not.
- Optimized "wall resurrection prevention" conditions for Carol.
- Effects and companions of the player: Lilac's boost flame, Carol's roll effect, Milla's cube, Neera's Rune - will now disappear on Crush.
- Fixed an issue where fuel canisters would do nothing for Carol if she collected them while grinding on a rail.

Singing Water Temple
- The cutscene at Milla's house is now tagged to reset camera boundaries when it starts, which should prevent the camera from getting locked outside during the indoor scene if the player was moving quickly to the left when the cutscene started.

Shenlin Park
- Changed tags of terrain near one of the loops on the cruise ship from Solid to Platform to avoid the player getting stuck in it. Not ideal, but will do for now.
- Changed tags of terrain under a specific Tower Cannon from Platform to Solid, so that the player wouldn't be pushed under the platform if they destroy the Cannon and another Cannon right above it drops on top of the player.

Avian Museum
- Adjusted the color contrast of the orange plant columns to make it easier to tell which parts are solid.

Gallery
- Cleaned up the map icon of Parusa.
- Acrabelle's door can now be unlocked by clearing Battlebot Revenge without defeating her in her standalone fight.

Phoenix Highway
- Corrected the collision on the new big slopes.

Battlesphere
- The platform that rises after clearing Galactic Rumble now exists on multiple collision layers as a failsafe for when the player is not on the expected layer.
- Updated challenge ID of Lemon Bread's spawner, so it should now properly register when completed.

Shuigang
- Moved the second ramp in the palace hallway a bit to the left so that players running quickly enough to the left when entering the secret pipe tunnel are less likely to get caught on it permanently.
- King Dail should no longer say his line about Bakunawa in postgame.

Snowfields
- Serpentine now stops dashing after detecting a wall collision.
- Serpentine now behaves a bit smarter after detecting a wall collision, pointing the blaster away from the wall.

Auditorium
- Slightly lowered volume of plasma rings.
- Holograms now should move with proper speed on higher refresh rates.

Paradise Prime
- Fixed typo in Tatay's dialog.

Magma Starscape
- Lava no longer causes crush KO.
- Retricted the player's maximum height during the Hundred Drillion fight, as it's too easy to escape the boss by accident while playing as Carol on her motorcycle.

Time Capsule Sidequest
- The museum in Adventure Square can now be entered while standing on the ground, since it was too easy for players to miss and assume that the building is just decoration.
- Fixed the Magister having mismatched vocals and text in one of his lines in the ending.
- Fixed the secret stage bringing players to the last stage they cleared when they attempt to continue after a game over. This was due to the secret stage having a blank name in the pause menu, adding a space to the name corrects this.
- Added a hiding spot in the final puzzle room in the secret stage.


[ 2022-09-15 22:10:06 CET ] [ Original post ]

Version 1.0.2r is Live!

Good evening! We were alerted to some pressing issues with areas late in the game, so we have decided to put out a second patch today to address these before we start working on the bigger foundational upgrades.

Thank you so much for the reports, they've been a big help!

General
- Increased the vertical activation range of Shell Growth in Tidal Gate and the Battlesphere so that it doesn't become inactive if the player enters the fight at a high position.
- Singing Water Temple's music now has a proper loop point.
- Background jet streams in Gravity Bubble no longer pull in players if they are KO'd.
- Fixed the large curves in some of Phoenix Highway's loops that were appearing pixellated.
- Adjusted the lanterns behind the Royal Palace fountain to be visually aligned with the strings.
- Removed the period from Dr Tuvluv's name as it was causing her animation data to be misread on the Citizens tab of the global pause menu.
- Added extra detail to the borders of the billboards in the tutorial stages, Avian Museum, and Gallery.

Time Capsule Sidequest
- In the secret stage, if the player restarted the stage after dying to the boss, they would be immediately warped to the previous checkpoint outside of the boss room immediately after the fight begins, requiring another restart to return to the boss room.
- The extended ending was only playing if the secret stage was cleared with Bakunawa still in space on the world map. It should now always play regardless of Bakunawa's world map location.
- The Magister should no longer reference events from the extended ending in Carol, Milla, or Neera's normal endings.


[ 2022-09-15 01:26:31 CET ] [ Original post ]

Version 1.0.1r is live!

Our day one patch is live! This addresses the most common softlocks and other global issues. We'll continue to work on addressing more system-specific issues in a separate test branch.

One specific thing we would like to note is that the Citrix workspace software interferes with the game launching. If you have Citrix installed on your PC, this can be worked around by temporarily disabling its virtual bus in the Device Manager, or by uninstalling the program.

General
- Lowered the volume of Storm Slider's electric walls.
- Slightly lowered the volume of Lilac's Dragon Boost.
- Fixed Merga using Lilac's boost sounds instead of her own in Gravity Bubble.
- The spawn point for the solo Lemon Bread boss fight in the Battlesphere was assigned the wrong ID, softlocking the game as it caused no player character to spawn.
- Hopefully fixed a potential exploit that would "resurrect" Carol due to forcefully overwriting her KO state when processing conditions for attaching to a wall.
- Crushing and falling deaths now hopefully should properly count as KOs, and are subtracted in the end-level result tally.
- Player Cannons in Airship Sigwada should no longer interact with KO'd players.
- Ancestral Forge's background was not properly switching to the underground version when restarting to checkpoints. A fix has been attempted by adding additional transition zones.

High Refresh Rate Fixes
- ProjectileBasic instances with 0 terminal velocity now follow delta time, hopefully fixing some of them being noticeably accelerated at high refresh rates.
- Drake Coccoons now hopefully should move at regular speeds at high refresh rates.
- Flying Saucers now hopefully should reliably fire their projectiles at high refresh rates.
- Pellers now should offload much less bombs at high refresh rates.
- Little hearts on player's HUD when receiving healing now should have regular speed at high refresh rates.


[ 2022-09-14 15:33:39 CET ] [ Original post ]

Thank You!

Sabrina here! I'm the producer of the Freedom Planet series, and I wanted to personally thank all of our players and fans for making today's launch such an incredible success. As of writing, we are still #1 on Steam's New and Trending tab on the front page and holding steady at around 900 concurrent players. We also want to thank you for the wonderful comments we've received, and for alerting us of bugs and other issues that slipped through the crevices. We'll get started on addressing those tomorrow after some hard earned rest!

I also want to thank my fellow programmers, artists, level designers, and testers on the development team from the bottom of my heart. They have done an incredible amount of work over the final days leading up to release and their help is the reason we were able to launch today in such a good state. There are many platformers out there, but there is no game quite like Freedom Planet 2, and we all built it together piece by piece over the past 7 years.

I hope everyone is having a blast so far and I hope you enjoy the rest of your day!

Best,
Sabrina DiDuro
GalaxyTrail, LLC


[ 2022-09-14 05:07:10 CET ] [ Original post ]

We are Go For Launch!

Freedom Planet 2 is LIVE!



Thanks everyone for your patience with our development over these many years! Freedom Planet 2 is now live on Steam! Get started on your adventures with Lilac, Carol, Milla and Neera today!


[ 2022-09-13 21:37:43 CET ] [ Original post ]

5 Days To Go!

Hello everyone! After 7 years of development, Freedom Planet 2 will release on Steam on Tuesday, September 13th. We will continue to work on the game after release to address any major issues that might pop up, and to prepare for future additions such as multiple language support. The base price will be $24.99 USD, but we will have a special launch sale for the first week.

My heart goes out to the entire team for their hard work, especially in these final weeks, and our fanbase for your unwavering support over the years. There is no game quite like Freedom Planet 2 and we can't wait for everyone to see it and play it!


[ 2022-09-09 01:34:42 CET ] [ Original post ]

An Update on Our Progress

Adventure Mode begins with your journey to visit the Magister in the Royal Palace. From there, you can select one of three story arcs - taking you through the skies of Shang Tu, the metropolis of Shang Mu, or the snowfields of Shuigang.






Many of the earlier locations in the game have recently received visual upgrades, additional paths and collectibles for explorers to find, and balance adjustments to make enemies and hazards more reactable.






One of Parusa's most striking locales is the floating island of Paradise Prime, accessible only by ship. What mysteries await our heroes up there?






That's a wrap for today! Thank you everyone for your support and we can't wait to show you more as we inch closer to release!!


[ 2022-03-22 07:09:19 CET ] [ Original post ]

Our Release Date is Set!

We are pleased to announce that Freedom Planet 2 has a release date at last! The game will be officially releasing on Tuesday, September 13th this year. More information below on why this date was chosen.



In terms of content, we have two stages and one boss left to finish. Most of the remaining work is with balancing, bugfixes, and visuals. With that in mind, we'll have a juicy progress report for you on Monday! We can't wait to show you more of what we've been working on!


[ 2022-03-22 06:53:36 CET ] [ Original post ]

Developer Livestream



We'll be livestreaming some Freedom Planet 2 next week as part of this year's Sonic Amateur Games Expo! Join Strife as he plays Adventure mode up to the end of the Battlesphere arc as Lilac, followed by a Q&A with viewers. We hope to see you there!

We've chosen to show the Battlesphere path because it's the least spoiler-heavy of the three initial routes you can take; Nevertheless, we'll give a heads-up to those of you who would prefer to wait until release!

Strife's Twitch:
https://twitch.tv/SpaceyStrife


[ 2020-09-07 22:52:27 CET ] [ Original post ]

Developer Update - FP2 is in Beta!



A while ago, we quietly created an Alpha Branch to the game and began QA testing of the early parts of the engine with a small group of invited volunteers. After a few months, we have gone Beta. This is a CLOSED BETA and INVITE ONLY at present, but we'd like to announce that we are at this stage in our development and that means we're closer and closer to a firm release!

QA is a giant part of any game's development, finding all of those little bugs that dampen the game experience, going over dialogue and finally seeing how it looks in finished areas and scene trailers, it's important to have that polished experience that makes a game memorable. Moreover, when we begin to show more public aspects of the game, we want players to only be finding those small errors our limited testing capabilities can't find considering the wide variety of devices to play on in the market.



We've always been uncomfortable with giving a release window because the project we started with has faced the best problem you could possibly have in any video game's development... we keep coming up with new ideas and implimenting more stuff into the game. Over the last few years we've showcased our new collectible system, merchant system, and colluseium stage with further ways to challenge our players. The story stages have been meticulously worked on during all this time as we correct physics issues and glitches and make those giant boss fights something to remember.



Over the next few months, expect more features on the game's development now that many stages are reaching their completion and we become more and more comfortable with showing off our final work. It's been a long road but we're starting to see the light at the end of the tunnel. We have an expansive story which easily dwarfs the original game and we hope everyone enjoys the final product!


[ 2020-03-31 17:55:44 CET ] [ Original post ]

Sample Version 1.0.7 now available!

Happy 2020, everyone! We have pushed out an extensive update for the Sample Version that revamps Dragon Valley, improves the menu interface, and includes a ton of changes and fixes for each character. Read on for the details!

Please note that these changes are for the PC version only. Since our last update, Steam and Apple have established new requirements for Mac applications, and we can no longer support a Mac release until the game passes certification.

General
- Fuel cans are now placed on a glowing pedestal. Additionally, different powerups appear on the pedestal based on the chosen character, and the powerup respawns after 10 seconds have passed.
- The Regeneration potion has been reworked into Healing Strike.
- Increased the invincibility time for shields from 0.5 seconds to 1 second.
- Hud popup speed during the Ready sequence is faster.
- Camera centering (such as from teleports or using Lilac's Blink Dash) is snappier. The camera will also pan ahead when you are moving in the air instead of only doing so on the ground.
- High Autozoom has been reworked to avoid motion sickness. Now, the game perpetually remains zoomed out unless the player is idle.
- Support for framerates above 60fps has been dropped for now. Vsync is forced off in order to keep the game running at the proper speed.
- Springs now turn intangible when hit. This makes the momentum gained from approaching them from behind more consistent, and also makes it possible to hit them from underneath without being softlocked.
- The results screen now displays your active potion ingredients. Additionally, the camera pans to the right a bit to prevent the star card from being obstructed by item information.
- Lots and lots and lots of bugfixes!

Dragon Valley
- Complete redesign of the stage using the layout from the full version.
- The rock textures have been redrawn to look more similar to Dragon Valley's appearance in FP1.
- Proto Pincer can now use its claw attack in both directions and has a motion blur effect when in ball form.
- You can now hold Down to avoid clinging to bar lifts.

Menu
- Complete overhaul of the menu system, with brand new layouts for almost everything.
- Rearranged the pause menu again. Instead of a two column layout, options are arranged vertically and only 5 are visible at a time.
- Menus have their own set of keyboard controls that override custom control settings: Arrow keys always navigate, Enter/Return always selects, and Esc always cancels and pauses. This prevents situations where a custom control setting makes it impossible to navigate menus and reassign new controls.

Lilac
- Lilac's new powerup, Energizer, allows her to sling projectiles with her hair whips and makes her energy meter regenerate faster for ten seconds.
- Sprites have been extensively reshaded to better match her character select artwork.
- Death scream uses a shorter voice clip.

Carol
- Instead of the Jump Disc draining Carol's entire energy meter, it drains half when throwing and the second half when warping.
- Fixed an issue where it could be possible for more than one Jump Disc to exist.
- The Wild Claw now has super armor, and using it in midair will now refresh Carol's pounce.
- No longer uses her death scream as one of her "hurt" voice clips.

Milla
- Milla's new powerup, Multicube, gives her a stack of three Phantom Cubes that she can use in quick succession.
- Sprites are fully completed.
- Death scream uses a shorter voice clip.
- Super Shield Burst's size and damage now scales with the size of the cube when it was fired. Possible cube sizes are 100% (10 shots left), 75% (5 shots left), and 50% (2 shots left). Knockback is unaffected.
- Guard cancelling too early after a Super Shield Burst will now make Milla's cube spawn at 75% size (5 shots).
- Basics attacked have increased speed.

Neera
- Guarding now has a special "Focus" effect that increases Neera's attack speed for a few seconds if you guard while your energy meter is full. Additionally, her new powerup, Speed Skates, gives her ten full seconds of Focus while increasing her ground movement speed.
- You can now attack immediately after a successful guard. This gives Neera's guard a bit more versatility in close combat.
- Tundra Ray (Up + Special) now pushes Neera upwards when used in the air, allowing it to be used as a triple jump. On the ground, it lifts her up very slightly to hint at this. Air drag is also negated during the move. Sprites for the ray now resemble wind more closely.
- Neutral stab now has super armor.
- Down attack's hitbox is slightly smaller.
- Neera now has a fighting stance like the other characters.


[ 2020-01-09 00:40:34 CET ] [ Original post ]

Annual Progress Update 2018 - Developer's Blog Launched



We've launched a blog to give continual updates this year! See our first update here:

https://freedomplanet2.com/development-blog/id/1


[ 2018-12-24 23:01:06 CET ] [ Original post ]

State of the Game - January 2018 Edition

Hey Steam Community!

Due to confusing elements, I feel it's important to keep the community up to date on how we are doing and what we're planning to do in the future. Many seemed to have missed it but we had quite a few announcements for 2018.

First and Most Importantly: Our community has a very, very active Discord where we regularly update people first and foremost. If you want your finger on the pulse of our development, go there, hang out, and play nice.

http://discord.gg/galaxytrail

Now onto the rest!


  • We have a new Gameplay Trailer available! See more action than contained in the demo.
    https://www.youtube.com/watch?v=d9P7kOYTdk4

  • GalaxyTrail has welcomed a new developer and a new game into our fold. This game isn't going to be messing with FP2's development in any way as we're simply helping on the Distribution and Publishing end. That game is Grapple Force Rena, a side scrolling adventure with Bionic Commando and Mischief Makers style gamplay! Check it out here:

    http://www.grappleforce.com

  • Development is ongoing. We've had to push back our estimate for Q1/Q2 2019, however this is our official estimated release window. First time we've ever been pretty clear on when we'll finish the job. To anyone who expected it out in 2018, we apologize, as when we started the Greenlight we were a little overoptimistic.

  • The major reason for this time needed: THE NEW GAME IS HUGE. We're looking at 20+ levels, 4 characters, a Battle Arena, world map and hub areas filled with over 100 NPCs! Now we've been given a sedative and told to behave ourselves, so we're not going to be adding much more to our workload for the game now. But expect TONS of features.

  • Later this year we will be updating Freedom Planet 2's Sample Version into Freedom Planet 2: The Demo! We plan to feature around two additional levels and possibly some of the Battle Arena into the mix. We want you all to keep those appetites wet for the game.

  • Freedom Planet 1 will be recieving some QOL updates in the coming months, along with some bug fixes to the Demo Version. There's even more to come for Freedom Planet 1 as well, so be on the lookout for more news.


[ 2018-01-21 03:48:08 CET ] [ Original post ]

State of the Game - January 2018 Edition

Hey Steam Community!

Due to confusing elements, I feel it's important to keep the community up to date on how we are doing and what we're planning to do in the future. Many seemed to have missed it but we had quite a few announcements for 2018.

First and Most Importantly: Our community has a very, very active Discord where we regularly update people first and foremost. If you want your finger on the pulse of our development, go there, hang out, and play nice.

http://discord.gg/galaxytrail

Now onto the rest!


  • We have a new Gameplay Trailer available! See more action than contained in the demo.
    https://www.youtube.com/watch?v=d9P7kOYTdk4

  • GalaxyTrail has welcomed a new developer and a new game into our fold. This game isn't going to be messing with FP2's development in any way as we're simply helping on the Distribution and Publishing end. That game is Grapple Force Rena, a side scrolling adventure with Bionic Commando and Mischief Makers style gamplay! Check it out here:

    http://www.grappleforce.com

  • Development is ongoing. We've had to push back our estimate for Q1/Q2 2019, however this is our official estimated release window. First time we've ever been pretty clear on when we'll finish the job. To anyone who expected it out in 2018, we apologize, as when we started the Greenlight we were a little overoptimistic.

  • The major reason for this time needed: THE NEW GAME IS HUGE. We're looking at 20+ levels, 4 characters, a Battle Arena, world map and hub areas filled with over 100 NPCs! Now we've been given a sedative and told to behave ourselves, so we're not going to be adding much more to our workload for the game now. But expect TONS of features.

  • Later this year we will be updating Freedom Planet 2's Sample Version into Freedom Planet 2: The Demo! We plan to feature around two additional levels and possibly some of the Battle Arena into the mix. We want you all to keep those appetites wet for the game.

  • Freedom Planet 1 will be recieving some QOL updates in the coming months, along with some bug fixes to the Demo Version. There's even more to come for Freedom Planet 1 as well, so be on the lookout for more news.


[ 2018-01-21 03:48:08 CET ] [ Original post ]

Sample Version 1.0.6 now available!

Get ready for a new and improved demo of Freedom Planet 2! New abilities, polished sprites, Photo mode, instruction guides for each character and more! Check out our notes below for a complete list of changes from last year's public release.


1.0.6


  • The Settings menu has gotten a visual overhaul. Volume sliders have been migrated into their own submenu, Volume Settings. Filter, Screen Size and Auto Zoom have been migrated into Screen Settings along with a new option, Frame Rate, which allows you to lock the game at 60fps if you're playing on a monitor with a higher refresh rate.
  • Adjusted the way the Controls menu detects input again. It will compare the current position of each axis to its starting position.
  • Possible fix for a glitch with Milla where her cube could vanish when trying to start a Super Shield Burst and Puppy Float at the same time.


1.0.5

General

  • Guarding has been reworked a bit. It now gives you 25 frames of invincibility instead of 15. When an attack is successfully guarded, there are now audio and visual cues.
  • You can now press Attack while climbing a ladder or hanging on a bar to perform an immediate jump attack.
  • Fixed shield health overflow.
  • Fixed a problem where the player's sprite offset when grabbing onto a handlebar was based on the size of the hitbox of their previous animation.
  • The game's main font now includes a lot more ascii characters.
  • The Character Select artwork has been touched up.
  • You can no longer open chests by attacking them.
  • Added proper diagonal springs from the original Freedom Planet.
  • Fixed wonky collision with item boxes.
  • Projectiles now have 2 frames of hitstun when colliding with solids before being destroyed. Among other things, this should solve the issue with Neera's icicles sometimes not destroying item boxes.
  • When you jump from a moving platform, some of the platform's momentum is now carried over into the jump. This should make it easier to stay on platforms that are moving really fast.
  • Updated sound effects in some places.
  • Invincibility while reviving is now 4 seconds instead of 5.

Input

  • The game will now buffer guarding for 3 frames, the same as jumping.
  • Fixed a glitch in the Controls menu when using a controller with analog triggers; The game would always record "Axis 4 -" when checking for input. This was tested with a PlayStation 4 Dualshock controller and it seemed to work.

Bosses

  • Bosses no longer cause the screen to flash white when destroyed; Instead, a narrow beam of light appears. This is a bit easier on the eyes and you can actually see where you are going during boss deaths (i.e. when you're lining yourself up to collect the Star Card).
  • The timer will now stop when the Star Card is collected instead of when the stage boss's HP is depleted. This prevents being able to backtrack through the stage to collect more crystals with the Time Limit item equipped.
  • For some boss fights (including Dragon Valley), the Star Card will move to the boss's starting location when it spawns.

Display

  • If the game fails to detect the monitor's refresh rate, it will now default to 60 instead of 0.
  • Fixed a minor oversight where multiple camera objects spawned at once.
  • The game window now fits the screen horizontally intead of vertically at aspect ratios narrower than 16:9 (such as 16:10 and 4:3). This will produce black bars on the top and bottom but all game information will be visible.
  • You can now manually resize the game window.
  • You can now toggle bilinear filtering in the Settings menu, which will smooth the display and make custom screen sizes look nicer.

Pause Menu

  • Added Guide as a menu option. The Guide provides explanations for most of your character's moves as well as universal gameplay mechanics.
  • Added Photograph as a menu option. This allows you to take screenshots with the hud removed as well as alter your character's pose for the shot (if she's not performing an action). The screenshots are saved in an album in-game and can also be accessed in the FP2_Data/album folder in the game's directory.
  • Rearranged the pause menu to have two columns, to accommodate the additional menu options.

Items and Shields

  • Added Cores, which spawn from robotic enemies. They'll be used to craft Gold Gems in the final game.
  • Crystal records are no longer recorded. Gameplay elements in some stages can either have a random effect on the maximum number of collectable crystals or make it possible to infinitely grind them, which ultimately makes record keeping pointless.
  • If you have an elemental charm equipped, you'll automatically receive a matching shield orb when the stage begins or when you revive.
  • Your character now flashes when receiving shield damage. She does not flash when the shield blocks damage from the same element.
  • Shields can no longer be damaged while you are invincible or guarding.
  • Collecting a fuel tank will now give you 4 seconds of invincibility, in addition to providing Carol with her motorcycle.

Hud

  • The maximum stocks you can obtain is 9.
  • Raised the crystal cap to 9999; If your crystal count exceeds 999, the HUD will spawn an extra digit and move the crystal icon to the left.
  • Boss life bars are now spaced out evenly, and are properly hidden when the game is paused.
  • Button prompts now appear for opening chests and reviving after being knocked out.

Lilac

  • Lilac has a new Blink Dash ability, which she can use by holding down the Guard button for half a second. Its main purpose is for counter-attacking at close range and to give her guard a bit more utility. Her momentum is reduced at the end of the dash to prevent abuse.
  • Lilac's sprites have been touched up pretty significantly. Her irises are more rounded and the white parts of her outfit have been given their own softer palette instead of sharing the dark blues of her gloves and boots. Finally, her red accents are now black for greater contrast
  • New animations to replace some of the older jankier ones.
  • A new backflip animation that plays when using the Boost Breaker or when guarding in the air at lower speeds.
  • Fixed a glitch where the "windup" part of Lilac's dive kick would inherit the stats of the last attack she used, potentially allowing it to do Dragon Boost levels of damage to enemies.

Carol

  • Carol has two new melee attacks based on whether she's holding Up or Down while attacking.
  • The Wild Claw is now only triggered in the air if the player is not holding Up or Down when pressing Attack.
  • Minor sprite touchups, mainly to shrink her eyes a bit in animations where they were too big. The Jump Disc's symbol has also changed from to , which sounds less mundane in Chinese.
  • Added a new "leaning forward" animation when accelerating on the motorcycle.
  • Jump disc warping has been reworked. Instead of Carol being forced along a linear path that ignores physical terrain and level boundaries, she is directed towards the disc by normal velocity. This should help cut down on instances where Carol can clip through terrain with the disc.
  • At the end of a jump disc warp, Carol retains her horizontal speed and is not affected by air drag until landing.
  • Carol's pounce no longer affects her fall speed. This should help her maintain her speed more reliably while pouncing (since previously the pounce put her at a vertical speed where air drag heavily affected her).
  • Jump strength for bikeless Carol increased from 10.5 to 12. Meanwhile, Bike Carol's jumping attack acts more like a double jump.
  • Increased motorcycle's top speed from 12 to 15 and gave it the same acceleration as bikeless Carol. (It previously accelerated slower than Carol.)
  • Getting hurt while using one of the motorcycle's power attacks no longer interrupts the animation (similar to Neera's attacks).
  • Restarting a stage no longer causes Carol to retain her motorcycle.

Milla

  • Massive work has been done on her sprites, including more polished shading and extra details.
  • Increased the damage of Milla's ground attack.
  • Cube Blaster shots do more damage, and their hitbox size is slightly larger.
  • Super Shield Burst can no longer multi-hit, but its attack power has been bumped from 6 to 10 to compensate. The intent is to make it less overpowered against bosses and bulkier enemies while still making quick work of weaker foes.
  • After using a Super Shield Burst, Milla will not be affected by air drag until landing or fluttering. This should make diagonal bursts more useful as a movement option.
  • Changed the impact sound of Milla's air attack to give a better impression of the kind of damage it can do.
  • Fixed digging so that it's no longer harder to perform at high refresh rates.

Neera

  • Neera now has a Down Special
  • Spike Traps
  • where she drops four columns of ice on the ground. The columns can damage enemies and block projectiles, and Neera can also jump on them like springs to launch herself upwards. This allows her to scale higher walls than what she can scale with a simple jump + double jump combo.
  • Staff material has been changed from wood to metal, which matches her character select art.
  • More of her animations have completed shading now.
  • Icicles do 50% more damage.


[ 2017-12-19 19:58:53 CET ] [ Original post ]

Sample Version 1.0.6 now available!

Get ready for a new and improved demo of Freedom Planet 2! New abilities, polished sprites, Photo mode, instruction guides for each character and more! Check out our notes below for a complete list of changes from last year's public release.


1.0.6


  • The Settings menu has gotten a visual overhaul. Volume sliders have been migrated into their own submenu, Volume Settings. Filter, Screen Size and Auto Zoom have been migrated into Screen Settings along with a new option, Frame Rate, which allows you to lock the game at 60fps if you're playing on a monitor with a higher refresh rate.
  • Adjusted the way the Controls menu detects input again. It will compare the current position of each axis to its starting position.
  • Possible fix for a glitch with Milla where her cube could vanish when trying to start a Super Shield Burst and Puppy Float at the same time.


1.0.5

General

  • Guarding has been reworked a bit. It now gives you 25 frames of invincibility instead of 15. When an attack is successfully guarded, there are now audio and visual cues.
  • You can now press Attack while climbing a ladder or hanging on a bar to perform an immediate jump attack.
  • Fixed shield health overflow.
  • Fixed a problem where the player's sprite offset when grabbing onto a handlebar was based on the size of the hitbox of their previous animation.
  • The game's main font now includes a lot more ascii characters.
  • The Character Select artwork has been touched up.
  • You can no longer open chests by attacking them.
  • Added proper diagonal springs from the original Freedom Planet.
  • Fixed wonky collision with item boxes.
  • Projectiles now have 2 frames of hitstun when colliding with solids before being destroyed. Among other things, this should solve the issue with Neera's icicles sometimes not destroying item boxes.
  • When you jump from a moving platform, some of the platform's momentum is now carried over into the jump. This should make it easier to stay on platforms that are moving really fast.
  • Updated sound effects in some places.
  • Invincibility while reviving is now 4 seconds instead of 5.

Input

  • The game will now buffer guarding for 3 frames, the same as jumping.
  • Fixed a glitch in the Controls menu when using a controller with analog triggers; The game would always record "Axis 4 -" when checking for input. This was tested with a PlayStation 4 Dualshock controller and it seemed to work.

Bosses

  • Bosses no longer cause the screen to flash white when destroyed; Instead, a narrow beam of light appears. This is a bit easier on the eyes and you can actually see where you are going during boss deaths (i.e. when you're lining yourself up to collect the Star Card).
  • The timer will now stop when the Star Card is collected instead of when the stage boss's HP is depleted. This prevents being able to backtrack through the stage to collect more crystals with the Time Limit item equipped.
  • For some boss fights (including Dragon Valley), the Star Card will move to the boss's starting location when it spawns.

Display

  • If the game fails to detect the monitor's refresh rate, it will now default to 60 instead of 0.
  • Fixed a minor oversight where multiple camera objects spawned at once.
  • The game window now fits the screen horizontally intead of vertically at aspect ratios narrower than 16:9 (such as 16:10 and 4:3). This will produce black bars on the top and bottom but all game information will be visible.
  • You can now manually resize the game window.
  • You can now toggle bilinear filtering in the Settings menu, which will smooth the display and make custom screen sizes look nicer.

Pause Menu

  • Added Guide as a menu option. The Guide provides explanations for most of your character's moves as well as universal gameplay mechanics.
  • Added Photograph as a menu option. This allows you to take screenshots with the hud removed as well as alter your character's pose for the shot (if she's not performing an action). The screenshots are saved in an album in-game and can also be accessed in the FP2_Data/album folder in the game's directory.
  • Rearranged the pause menu to have two columns, to accommodate the additional menu options.

Items and Shields

  • Added Cores, which spawn from robotic enemies. They'll be used to craft Gold Gems in the final game.
  • Crystal records are no longer recorded. Gameplay elements in some stages can either have a random effect on the maximum number of collectable crystals or make it possible to infinitely grind them, which ultimately makes record keeping pointless.
  • If you have an elemental charm equipped, you'll automatically receive a matching shield orb when the stage begins or when you revive.
  • Your character now flashes when receiving shield damage. She does not flash when the shield blocks damage from the same element.
  • Shields can no longer be damaged while you are invincible or guarding.
  • Collecting a fuel tank will now give you 4 seconds of invincibility, in addition to providing Carol with her motorcycle.

Hud

  • The maximum stocks you can obtain is 9.
  • Raised the crystal cap to 9999; If your crystal count exceeds 999, the HUD will spawn an extra digit and move the crystal icon to the left.
  • Boss life bars are now spaced out evenly, and are properly hidden when the game is paused.
  • Button prompts now appear for opening chests and reviving after being knocked out.

Lilac

  • Lilac has a new Blink Dash ability, which she can use by holding down the Guard button for half a second. Its main purpose is for counter-attacking at close range and to give her guard a bit more utility. Her momentum is reduced at the end of the dash to prevent abuse.
  • Lilac's sprites have been touched up pretty significantly. Her irises are more rounded and the white parts of her outfit have been given their own softer palette instead of sharing the dark blues of her gloves and boots. Finally, her red accents are now black for greater contrast
  • New animations to replace some of the older jankier ones.
  • A new backflip animation that plays when using the Boost Breaker or when guarding in the air at lower speeds.
  • Fixed a glitch where the "windup" part of Lilac's dive kick would inherit the stats of the last attack she used, potentially allowing it to do Dragon Boost levels of damage to enemies.

Carol

  • Carol has two new melee attacks based on whether she's holding Up or Down while attacking.
  • The Wild Claw is now only triggered in the air if the player is not holding Up or Down when pressing Attack.
  • Minor sprite touchups, mainly to shrink her eyes a bit in animations where they were too big. The Jump Disc's symbol has also changed from to , which sounds less mundane in Chinese.
  • Added a new "leaning forward" animation when accelerating on the motorcycle.
  • Jump disc warping has been reworked. Instead of Carol being forced along a linear path that ignores physical terrain and level boundaries, she is directed towards the disc by normal velocity. This should help cut down on instances where Carol can clip through terrain with the disc.
  • At the end of a jump disc warp, Carol retains her horizontal speed and is not affected by air drag until landing.
  • Carol's pounce no longer affects her fall speed. This should help her maintain her speed more reliably while pouncing (since previously the pounce put her at a vertical speed where air drag heavily affected her).
  • Jump strength for bikeless Carol increased from 10.5 to 12. Meanwhile, Bike Carol's jumping attack acts more like a double jump.
  • Increased motorcycle's top speed from 12 to 15 and gave it the same acceleration as bikeless Carol. (It previously accelerated slower than Carol.)
  • Getting hurt while using one of the motorcycle's power attacks no longer interrupts the animation (similar to Neera's attacks).
  • Restarting a stage no longer causes Carol to retain her motorcycle.

Milla

  • Massive work has been done on her sprites, including more polished shading and extra details.
  • Increased the damage of Milla's ground attack.
  • Cube Blaster shots do more damage, and their hitbox size is slightly larger.
  • Super Shield Burst can no longer multi-hit, but its attack power has been bumped from 6 to 10 to compensate. The intent is to make it less overpowered against bosses and bulkier enemies while still making quick work of weaker foes.
  • After using a Super Shield Burst, Milla will not be affected by air drag until landing or fluttering. This should make diagonal bursts more useful as a movement option.
  • Changed the impact sound of Milla's air attack to give a better impression of the kind of damage it can do.
  • Fixed digging so that it's no longer harder to perform at high refresh rates.

Neera

  • Neera now has a Down Special
  • Spike Traps
  • where she drops four columns of ice on the ground. The columns can damage enemies and block projectiles, and Neera can also jump on them like springs to launch herself upwards. This allows her to scale higher walls than what she can scale with a simple jump + double jump combo.
  • Staff material has been changed from wood to metal, which matches her character select art.
  • More of her animations have completed shading now.
  • Icicles do 50% more damage.


[ 2017-12-19 19:58:53 CET ] [ Original post ]

Demo Available!

Our Demo is lovingly hosted on our Official Website and Discord Servers!

Web URL: http://freedomplanet2.com/demo_win.php
Discord: https://discordapp.com/invite/galaxytrail

The most up to date version will always come available first on the Discord Server (the magic elves get the files up faster, true story).

Version 1.0.5 Notes

  • Fixed a glitch in the Controls menu when using a controller with analog triggers; The game would always record "Axis 4 -" when checking for input. The game will now ignore all negative inputs above Axis 3. This was tested with a PlayStation 4 Dualshock controller and it seemed to work.
  • Guarding has been tweaked to have 25 invincibility frames and 15 cooldown frames (from 30 and 10 respectively). Successful guards also add 5 frames of hitstun.
  • Invincibility while reviving is now 4 seconds instead of 5.
  • Zoom option removed from Photo menu.


  • [ 2017-12-14 15:22:32 CET ] [ Original post ]

    Demo Available!

    Our Demo is lovingly hosted on our Official Website and Discord Servers!

    Web URL: http://freedomplanet2.com/demo_win.php
    Discord: https://discordapp.com/invite/galaxytrail

    The most up to date version will always come available first on the Discord Server (the magic elves get the files up faster, true story).

    Version 1.0.5 Notes

  • Fixed a glitch in the Controls menu when using a controller with analog triggers; The game would always record "Axis 4 -" when checking for input. The game will now ignore all negative inputs above Axis 3. This was tested with a PlayStation 4 Dualshock controller and it seemed to work.
  • Guarding has been tweaked to have 25 invincibility frames and 15 cooldown frames (from 30 and 10 respectively). Successful guards also add 5 frames of hitstun.
  • Invincibility while reviving is now 4 seconds instead of 5.
  • Zoom option removed from Photo menu.


  • [ 2017-12-14 15:22:32 CET ] [ Original post ]