




Howdy! Coming at you today with a patch build to Blobun which fixes bugs that have been found and adds some polish (and a couple new puzzles for the full version.) Before we get to the patch notes though, there's something important to talk about: Speedrun Clocks. A lot of players have reached out to us with feedback about the game so far, and every single one of them said that they didn't like the timers. We heard you, and we've removed all of them. Because of that, we also removed the Steam achievements related to them, including in the demo version (more on this in a bit.) For the people who liked the timers, don't fret! A new "Challenge Modes" submenu has been added to the "Extras" menu on the title screen, where you can turn them back on. However, by default, they'll be off. You also wont lose any times you've gained, so don't worry about that! We wanted to keep the achievements that people had gotten in the demo version and not take them away, but since you can't get the speedrun times now unless you enable the above option, and also because so many people reached out to us about it, we decided it'd be better just to remove them. Thank you to the 76.7% of players who got a speedrun medal, 22.5% who got all of them, and 10.9% who went hardcore and got all the dev times! And again, sorry we had to take the achievements back. Now, here are the patch notes:
===== IMPORTANT =====
- NOTE: Some of these changes only apply to the full version of the game.
- We've removed all Puzzle Timers from the game based on player feedback. There's a new "Challenges" menu on the title screen under "Extras" to turn them back on, if you like. However, by default, no times will be shown.
- Because of this, we've also removed all time-based Steam achievements from both the demo and full version. We wanted to keep the demo ones, but since you can't get those achievements without the timers on now, it makes no sense to keep them. Sorry!
- The game will still keep track of times you've gotten in puzzles internally, so you don't have to have the timers visible for them to register. There is just no pressure to do so. However, you also don't need to have the timers on if you decide later you want to challenge yourself that way.
===== NEW =====
- [Steam] You may now take screenshots of the game using F12. (We forgot to implement this, sorry.)
- The game now will show the controls for "Sprint" and "Undo" on the bottom of the screen when you start the puzzle, or when you pause the game.
- [Full Version] The full game now has more puzzles. Good luck!
- [Full Version] The full version of the game on Steam now has achievements graphics.
===== IMPROVED =====
- The Autumn Grove now has proper background graphics.
- The City of Lapines now has proper background graphics.
- All stages should have ambient sounds now.
===== CHANGED =====
- When you first start a new puzzle, in addition to the puzzle title and location, it'll also show the keys for restarting and skipping the puzzle. This should help make it more obvious that these keys exist and that you can use them.
- These popups will also now show whenever you make a mistake, just in case Undo isn't enough to get you out of whatever jam you're in.
- Changed some fonts used around the game to improve the presentation.
- When the mouse is held down, a light green path will be drawn between the end of the current path and the mouse cursor.
- The extra animation for getting a low time will now only show if your new time is lower than your previous time, or if you've just gotten the speedrun medal. (When timers are enabled.)
- Added a slight delay to the "Confirm" prompt showing on popup messages to help prevent accidentally clearing them before you can read them.
- Because of the removal of speedrun times from general gameplay, the popup explaining how they work has been removed.
- The popup for getting all speedrun medals has been adjusted, and now just congratulates you for solving all the puzzles in an area (It's also been changed to show up when you beat the last puzzle in an area, rather than when you get all medals.)
- Updated the visual theming for the City of Lapines.
===== BUG FIXES =====
- Because of a previous bug fix we did, at least one late-game puzzle became unbeatable. We've fixed Victory Road, but if any other puzzle seems impossible, please let us know. We'll let you know if it's actually impossible or if it's skill issue.
- NOTE: The above bug did not affect the demo. All demo puzzles are beatable.
- Fixed a bug where playing the demo version and then playing the full version would cause the full version to return to the title screen when trying to load a game.
- Did some refactoring of how menus are drawn to fix several bugs and issues. All menus should be better now, but there might be a menu we missed. If you see a weird menu, let us know!
- The above refactor fixed the hitboxes for the stage select menu panels not lining up with their visual position.
- It also fixed scrolling on any menus that are taller than the screen is (none of these exist in the demo version.)
- Stephanie will no longer turn around to face the electric wire she just came out of.
- Light sources on Enemy Spikes are now correctly aligned with their movement.
- The timer will no longer reset when you've run out of undo steps. Otherwise stated, the timer will reset when you undo back to the initial position, but if the puzzle has more than 100 moves, then the timer will not reset on undo anymore (you'll have to start it over.)
===== KNOWN BUGS =====
- Once in a while, undoing the very first step of the puzzle doesn't affect some puzzle elements, but we're not able to reliably reproduce it. If you figure out a way, let us know, as this causes the puzzle to be desynced!
- There's still some quirks with the menus and whatnot when it comes to mouse controls. There's some we know about (like how scrolling is broken on long menus,) but feel free to reach out anyways!
[ 2025-02-13 23:26:07 CET ] [ Original post ]
Howdy! Coming at you today with a patch build to Blobun which fixes bugs that were found with the demo, as well as adding some features which were requested. (Note: There's more features that have been requested, but we chose to go with the easiest/most important ones first.) Make sure you're playing 20250207 to get these updates! (you can see the major build number on the title screen, in the bottom left corner.) Here are the patch notes:
===== NEW =====
- [Feature Request] You may now hold the undo button to undo faster, rather than having to press it for each undo.
- Added an option that prevents you from overlapping your own slime trail by treating it as if it were a solid wall.
- (Note: We were gonna add this anyways, but multiple people requested it so we fast tracked it.)
- Added a Controls screen to the pause menu during gameplay (this shows whatever you last used, so will switch between gamepads and keyboard.)
===== IMPROVED =====
- [Feedback] The animation for when you get a Speedrun Medal in a puzzle has been greatly improved.
- [Feedback] The amount of time you have to hold down the button to restart/skip a puzzle has been reduced from 1 second to half a second.
===== CHANGED =====
- Removed the "Exit to Desktop" function from the pause screen, as the pause menu was getting pretty packed.
- Changed the formatting of the pause menu some. Now it's left aligned, and there's icons on each menu item.
- "Gameplay Options" have been split into two menus. Now, visual related options can be found under the new "Game Visuals" menu on the options main page.
===== BUG FIXES =====
- Fixed a bug where you couldn't click on a tile directly adjacent to Stephanie in any direction if there were any tiles directly next to her that would block her movement.
- Removed a debug message that popped up when you pressed 1 (!) on the keyboard. We often bind debug stuff to this key and forget to take it out again though, so maybe in the future there will be something else we leave behind?
- Fixed the "60hz" message showing up on the story sequence when texture decompression doesn't happen fast enough.
[ 2025-02-08 00:02:25 CET ] [ Original post ]
Hello! We've released a new demo for Blobun which features a selection of 20 puzzles from the full game. Touch every tile and see if you can solve them all in this casual puzzle game! Thank you for checking our game out! We hope you enjoy it. Please let us know, and remember to wishlist it if you like it! (You may also leave a review on the demo page, if you wish!)
Check out the demo here:
https://store.steampowered.com/app/3401180/Blobun_Demo/
[ 2025-02-06 22:11:27 CET ] [ Original post ]
🕹️ Partial Controller Support
🎮 Full Controller Support
The Slime's Curse
Stephanie is an explorer and adventurer. One day, she comes across a magical amulet, which seems to be turning water into slime. Upon touching it, she is also transformed into slime! Now, Stephanie needs to travel across the world to try to find a way to free herself of this curse. A witch in a remote forest is rumored to be able to help, but will Stephanie find her way? Or will she just have to get used to her new form...
Solving Puzzles
Solve numerous grid-based puzzles across a variety of worlds. The goal is simple: To complete the puzzle, touch every tile. However, there are many tricks and traps that will get in your way. Blocks that obstruct your movement, dangerous lasers, and impassable lava are just some of the many hazards you'll encounter on your journey.
Upon completing a puzzle, you'll be rated on your performance. Clear the puzzle quickly and without making mistakes, and you'll be able to progress! You're not required to complete all the puzzles, however, so don't concern yourself with tricky ones.
Puzzle Elements
From blocks that raise and lower when you touch switches, pools of lava and water that you must traverse, and lasers that block your path, there are many obstacles in your way! Can you figure out all of them?
State Changes
Change to the ice state to skate on water, or change to the fire state to step safely over lava. Each state has different interactions with the puzzle elements, so you'll have to keep your wits about you as you move through the puzzles.
Features
A large variety of puzzles and puzzle elements to keep the gameplay fresh and engaging.
Change your state between Fire, Ice, and more to completely shift how you approach a puzzle.
High resolution art that looks great on any display.
Made a wrong move? You can undo mistakes and try again. Try each puzzle as much as you like!
The timer does not start until you make your first move, so you have as long as you like to assess the puzzle.
If a puzzle is too hard, you can skip it! (But it wont count toward your progress.)
Keyboard support, as well as support for many popular gamepads.
- OS: Ubuntu or similar Debian based
- Processor: 64bit Required
- Graphics: OpenGL ES 2.0Additional Notes: Game has assets for up to 4K displays.
[ 6047 ]
[ 981 ]