
A world devastated by past wars is threatened once again. When a former comrade asks for help, Happy the Robot reluctantly agrees to face Layla — once a friend, now a dangerous enemy they thought they had destroyed. The mission: ascend Layla’s tower and destroy the last copy of her consciousness before she can be downloaded into a new body and enact her devious plan.
Monochrome Heights is a tough-as-nails 2D platformer featuring classic run, jump, and slide mechanics — but most importantly, a distinctive color-swapping mechanic that involves phasing between black and white platforms to climb the tower. With crisp pixel art and a modern retro-style experience, the game is inspired by early Super Mario Bros. and Mega Man titles.

Features:
- Traditional tough-as-nails platforming meets a novel phase mechanic where players must swap between black and white to avoid hazards and land on platforms.
- Tight, simple controls that allow players to blaze forward with speed and momentum, or take it slow and patiently progress.
- A narrative-focused, single-player story mode chock full of brain-breaking platforming.
- Hand-drawn character portraits during dialogue that compliment the crisp pixel art.
- An original music score by Bent Neatly that both drives players forward during intense gameplay and provides a relaxing backdrop for story moments.
- Robots. Lots of robots.

The Monochrome Heights Demo has been updated to version 3.0.0! This update brings the demo up to parity with the full release. There are numerous small and big changes, notably:
- Added ability for player to look up and down to scan for platforms and collectibles
- Fixed issue where in regions that do not use a period as a decimal point, cutscenes would display incorrectly
- Added toggle for classic slide in controller options, with the default being off
- Fixed issue with phasebot portrait not matching phasebot sprite in level 4-0
- Fixed issue with phasebot placement in level 4-0 causing visual glitch when interacting with them
- Update flight path of moving phasebot in level 5-0
- Fixed issue with phasebot portrait not matching phasebot sprite in level 6-0
- Fixed issue where skipping cutscene in level 9-0 could sometimes load player into wrong level
- Updated how the game calculates story decisions if you skip cutscenes before making story decisions
- Fixed issue with some flame emitters not making SFX
- Fixed issue with level H-H displaying slots for collectibles in UI, even though there are no collectibles
- Revised Basil\'s dialogue on level H-H to clarify there is no cherry in addition to no coins on level H-H
- Fixed issue where completing level H-H could cause 100% completion achievement to trigger despite not having true 100% completion
- Fixed issue with squash and stretch and SFX not firing on Restore Default buttons on the controls options menus
- Added toggle for classic slide in controller options, with the default being off\n\nPlease note that the update to the demo which will address various issues and bring the demo to parity with the full game is still being worked on.
- Fixed issue with phasebot portrait not matching phasebot sprite in level 3-1
- Fixed issue with Level Select where pressing right on 4-2 would not move selected level to 4-H
- Fixed issue with phasebot placement in level 5-1 causing visual glitch when interacting with them
- Fixed issue with arrows on first checkpoint facing wrong direction in level 7-1
- Fixed issue with phasebot placement in level 9-H causing visual glitch when interacting with them
- Fixed issue where in regions that do not use a period as a decimal point, cutscenes would display incorrectly\n\nPlease note that the issue relating to cutscenes not displaying properly in certain regions is still an active issue in the demo. An update to the demo is planned to be released in the next week to address this issue and bring the demo to parity with the full game.
- Fixed issue where completing 3-H could load into the ending
- Fixed issue where talking to phasebots from certain positions could prevent progress
- Fixed issue where pausing while Level Select screen was loading could prevent player from selecting a level
- Fixed issue where controller glyphs could appear when using keyboard in certain situations
- Fixed issue with invisible block on level 1-3
- Adjustments to placement of platforms and items in levels 2-H and 3-H
- Updated phasebot animations
- Updated text and dialogue, including fixing typos
- Adjusted games handling of mouse cursor to allow for using mouse in outside applications more easily
The Monochrome Heights Demo is updated to version 2.0.0! Lots of new content, improvements and fixes!
- Improved, tighter controls for movement
- Includes all levels for Zones 1, 2, and 3; each zone consists of 1 intro level, 3 regular levels and 1 optional unlockable level
- Includes story cutscenes for Zones 2 and 3
- Updated Level Select screen
- Many more small details and changes to improve gameplay and the overall experience
- Added option for toggling frame rate
- Updated dialogue character portraits
- Fixed error with character portraits on level 3-1
- Increased visibility of hazards by moving them in front of moving platforms on level 3-1
- Updated confirmation pop up menu
- Updated control rebinding screens for clarity
- Added option for semi-transparent background on UI/HUD items
- Updated UI/HUD
- Updated dialogue placement within text box
- Updated Demo Cleared screen to include total respawn count
- Updated arrow placement on all levels
- Updated level 3-1 with additional moving platform and saws
- Fixed issue with moving platforms sometimes having delay before starting to move after respawn
- Fixed issue with main menu button not animating
- Updated default button for interact in controller scheme to Up on the D-Pad
- Fixed issue with level info displaying incorrectly on cutscene
- Minor adjustments to Level 1-0 background objects and size of one platform
- Updated Demo Cleared screen
- Added ability to skip credits sequence
Minimum Setup
- OS: Ubuntu 14.04 LTS
- Processor: 2.0 GhzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: OpenGL 3.0+ (2.1 with ARB extensions acceptable)
- Storage: 1 GB available space
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