



BUG FIX: Ball Dash can dash into the terrain, or through a pipe's borders. There was a known "bug" where you can ball dash through the corner of a pipe to get inside it without using a proper opening, and also you can ball dash through a 'checkerboard' terrain pattern. This was kept in, as I thought it would make a fun exploit for speed runners (and I can always do the level design around this knowledge, so it wasn't too game breaking or something). But recently someone found that you can also dash into a pipe from anywhere, AND also you can dash into the terrain (very bad, and definitely unintended steammocking). So this patch fixes dashing into the terrain, and also fixes dashing through any pipe's borders. This unfortunately does mean the corner pipe exploit no longer works, but the corresponding 'checkerboard' terrain exploit still does. In the demo there was only one place this worked anyway, but in the full release I'll try to add a few spots where this can help speed runners.
[ 2025-03-08 03:36:45 CET ] [ Original post ]
Removed the "fizzle" effect, that is replaced once you obtain the Cannon. This was an effect I added early in development after some play tests, because some players thought the button was broken as it didn't do anything yet. But it seems now it causes more confusion, so I've removed it.
[ 2025-03-06 00:01:01 CET ] [ Original post ]
A minor patch to add a QoL addition that just got implemented for the main game. The Map Screen is polished up a little more, with nice movements to each room (instead of snapping to it), and a little bump when trying to move off the edge of the map. Also, I've hopefully fixed the dreaded undetected controllers issue for good! [cross fingers]
[ 2025-03-05 05:10:01 CET ] [ Original post ]
EDIT: This patch has been disabled for now, as it broke controller support. Will bring this back in when we can confirm controller support is working again. For now, these below changes are not yet live. I'm really sorry for the inconvenience this has caused! ------- - Revised Enemy Health values so they're less tank-y. I'll list the tier values here, but hide them in a spoiler tag in case you don't want to know: [spoiler]1, 2, 3, 5, 10, 15, 20, 25[/spoiler] Also, I'm not listing which enemies use which tier, but that's fairly easy to figure out. For reference, the player's attack values are: [spoiler]1, 2, 4, 6, 16[/spoiler] NOTE: not all these tiers are used in the Demo (but will be used in the full game). - Fixed missing projectiles on the two horizontal Wall Plant Enemies in the upper middle Grass Room.
[ 2025-03-01 04:40:56 CET ] [ Original post ]
UX FIX: Xbox Controllers (and some others) not being detected. Xbox Controllers (360 & Series X/S) should now work. Possibly, this fix may also apply to generic controllers, and maybe even the Steamdeck (hopefully). If you're playing on desktop, please disable Steam Input in the game's Steam settings. We have native controller support in the game already, and we've found that Steam Input may produce unwanted results.
[ 2025-02-26 03:58:06 CET ] [ Original post ]
- Reduced the Player's Knockback duration, so you are now spending less time out of control.
- Increased the Player's Invulnerable duration, so it's now actually much longer than the Knockback duration (over x2!).
- Reduced Enemy push force, making it less impactful but more fair to Player (allowing them to move through enemies, sometimes).
- When respawning, Player is now invulnerable for 1 whole second. This avoids player getting stuck on an enemy while respawning.
- BUG FIX: Player was still hittable while in Invulnerable state (flashing).
- Horizontal Spike's hitbox reduced, so they're now a little more forgiving to Player.
- Greatly reduced the high pitches in Door Open/Close sound effects, which were grating to some ears.
- Fast Travel colors are now marked on the map.
- Hints are now auto-dismissed if the hint itself has appeared before (eg, Missile Upgrades) and the player has entered 3 rooms since the hint appeared.
- BUG FIX: Map Screen's Set Marker button was BallMode button. It is now the Menu Confirm button (A for Switch/Xbox, X for PlayStation)
- BUG FIX: It was possible to lose the Selection Cursor when pressing up/down on Save File screen.
[ 2025-02-14 02:34:00 CET ] [ Original post ]
BUG FIX: Previously obtained Upgrade Icons appear as un-obtained in the Map Screen, when loading a save file.
[ 2024-12-18 07:52:58 CET ] [ Original post ]
🕹️ Partial Controller Support
🎮 Full Controller Support
Microvania is a tiny metroidvania
So tiny, that the screen resolution is only 160x90!
Explore the depths of planet Micronus
Traverse and backtrack through meticulously crafted pixels of caves, jungles, labs, ruins, and more.
Find and make use of classic upgrade tropes
Missiles, Claw, Ball-Mode and more!
Customise your play style
Equip Microcards to modify your weapons and abilities. Create your own play style.
Microvania respects your time
Don’t worry about saving your progress - the game will create a checkpoint every time you enter a room, and you will spawn back here if you die.
And exiting to the main menu will save that checkpoint to your save file.
Accessibility & Full Controller Support
Designed for controllers, with fully customisable buttons. Including accessibility options like rapid fire or toggle modes for various functions.
- OS: Ubuntu 16.04
- Processor: 2.0 GHz+. 32- or 64-bitMemory: 8 MB RAM
- Memory: 8 MB RAM
- Graphics: ATI Radeon X1300/NVIDIA GeForce 6600 GT/Intel HD 3000 or better
- Storage: 300 MB available space