Hi everyone, Due to this being our first steam title and the individuals being involved are now pursuing their own game development pursuits we haven't been able to keep up to date with Pixel Boy updates. It now has become more costly to maintain selling the game than what we have been earning from it. We just wanted to give a heads up that the game will be removed from the store and to thank everyone who bought or played the game or supported us in any other way! If you want to keep up with the developers and some recent indie games they made, we left some info below. David Nickerson https://store.steampowered.com/app/969480/Warp_Glider/ Dominic Obojkovits https://store.steampowered.com/app/1259000/Damascus/
[ 2020-07-19 23:30:21 CET ] [ Original post ]
These are the latest fixes and changes to Pixel Boy. Thanks to the community for their support. **** CHANGES / FIXES **** The following achievements have been recoded and double check to now work:
- Key Master
- Crammed Keychain
- Treasure Trump
- Baller
- Shot Caller
- Surfing Like Scrooge
[ 2015-02-25 04:25:44 CET ] [ Original post ]
These are the latest fixes and changes to Pixel Boy. Thanks to the community for their support. **** CHANGES / FIXES **** •The following achievements have been recoded and double check to now work:
- Key Master
- Crammed Keychain
- Treasure Trump
- Baller
- Shot Caller
- Surfing Like Scrooge
[ 2015-02-25 04:25:44 CET ] [ Original post ]
These are the latest fixes and changes to Pixel Boy. Thanks to the community for their support. **** CHANGES / FIXES **** Now allow players to hold 'ALT' when launching the game (before it opens) to open the resolution dialog in case of video/resolution problems. This also seems to give access to some incredibly complicated Input menu that we are looking into and will sort out in a later update hopefully :) Fixed some rare Linux on-launch issues preventing users from properly opening the game Made several graphical fixes throughout the game Addressed several Keyboard / Controller bugs Fixed many other small bugs reported to us by players, thanks :) If you find more issues or there are any inconsistencies please email us at info@giantboxgames.com or post on the forums. Thanks for the patience and support.
[ 2015-02-08 22:42:48 CET ] [ Original post ]
These are the latest fixes and changes to Pixel Boy. Thanks to the community for their support. **** CHANGES / FIXES **** •Now allow players to hold 'ALT' when launching the game (before it opens) to open the resolution dialog in case of video/resolution problems. This also seems to give access to some incredibly complicated Input menu that we are looking into and will sort out in a later update hopefully :) •Fixed some rare Linux on-launch issues preventing users from properly opening the game •Made several graphical fixes throughout the game •Addressed several Keyboard / Controller bugs •Fixed many other small bugs reported to us by players, thanks :) If you find more issues or there are any inconsistencies please email us at info@giantboxgames.com or post on the forums. Thanks for the patience and support.
[ 2015-02-08 22:42:48 CET ] [ Original post ]
These are the latest fixes and changes to Pixel Boy. Thanks to the community for their support. **** CHANGES / FIXES **** Modified all destructibles in the game to now only take single hits to destroy Tweaked survival modes spawning patterns slightly Adjusted ammo pickup values to 15 from 10 Adjusted several enemy AI to be more responsive Modified level builders to produce some more variety Addressed some Keyboard / Controller bugs Fixed many other small bugs reported to us by players (thanks :) ) If you find more issues or there are any inconsistencies please email us at info@giantboxgames.com or post on the forums. Thanks for the patience and support.
[ 2014-12-19 02:57:21 CET ] [ Original post ]
These are the latest fixes and changes to Pixel Boy. Thanks to the community for their support. **** CHANGES / FIXES **** •Modified all destructibles in the game to now only take single hits to destroy •Tweaked survival modes spawning patterns slightly •Adjusted ammo pickup values to 15 from 10 •Adjusted several enemy AI to be more responsive •Modified level builders to produce some more variety •Addressed some Keyboard / Controller bugs •Fixed many other small bugs reported to us by players (thanks :) ) If you find more issues or there are any inconsistencies please email us at info@giantboxgames.com or post on the forums. Thanks for the patience and support.
[ 2014-12-19 02:57:21 CET ] [ Original post ]
These are the latest fixes and changes to Pixel Boy. Thanks to the community and everyone that has helped us find errors. **** ADDITIONS **** +Another enemy has entered the survival mode **** CHANGES / FIXES **** Full controller support from Launch To Quit. Improved survival mode frame rate dips Armour Positioning should now always be correct Ammo reduced in survival Boss HP adjusted in survival Legs should now correctly follow the body (whod have thought ehh?) various other small bug fixes and improvements that I forgot to write down. Fixed Linux Bug resulting in players being unable to play. If you find more issues or there are any inconsistencies please email us at info@giantboxgames.com or post it on the forums. We pay close attention and many of the fixes / additions in this update are thanks to players pointing them out to us. Thanks for the patience and support.
[ 2014-12-04 07:09:17 CET ] [ Original post ]
These are the latest fixes and changes to Pixel Boy. Thanks to the community and everyone that has helped us find errors. **** ADDITIONS **** +Another enemy has entered the survival mode **** CHANGES / FIXES **** •Full controller support from Launch To Quit. •Improved survival mode frame rate dips •Armour Positioning should now always be correct •Ammo reduced in survival •Boss HP adjusted in survival •Legs should now correctly follow the body (who’d have thought ehh?) •various other small bug fixes and improvements that I forgot to write down. •Fixed Linux Bug resulting in players being unable to play. If you find more issues or there are any inconsistencies please email us at info@giantboxgames.com or post it on the forums. We pay close attention and many of the fixes / additions in this update are thanks to players pointing them out to us. Thanks for the patience and support.
[ 2014-12-04 07:09:17 CET ] [ Original post ]
These are the latest fixes and changes to Pixel Boy. Thanks to the community and everyone that has helped us find errors. **** ADDITIONS **** +Controller Support Added for many controllers +Survival Mode Added +New SFX, GFX, and various things and what nots. +New Trailer **** CHANGES / FIXES **** Save / Load systems for Normal Mode is now fixed and rewritten from scratch. No more sketchiness (we hope) Act doors should now at all times lead to the exact right places, even when people attempt to go out of their way and break them. (were not point fingers, but, you know who you are ;) ) All scenes are now error free, not just in the Retail build, but in Unity too, hurray for efficiency. Menus over other menus? No thank you. Menus have all been rewritten and sorted. While they are not the most incredible things ever made, they definitely always work the way theyre supposed to now. Main menu is now nice and functional. We are considering removing the Launcher as now all options are accessible through the options menu. SFX / Music / Narration / Mute settings should now properly save / load throughout your journey when you want or dont want to hear them. We added the talented Haley Requa to our credits for her wicked good programming work. Survival best time tracking in main menu. Trap rooms bizarre issues resolved throughout the acts No more town level gain exploit Skip slot machine with controller or space Control messaging throughout the game has been rewritten and is hopefully clearer Death Menus now properly function the way they should and send the players to the right spots. Armour shop now allows players to properly sell their orbs / powerups In normal mode you now only lose the powerups you were holding when you die. Everything in your bag, and all your XP is saved so you can try again. Hardcore mode now ensures that when you die, you lose everything and must start the game from the beginning again. (tread carefully) Armour crafting has been tuned and the UI works better than it did. The entire power up / power up crafting system has been rewritten to be more efficient and easier to use with far less impact on the system. (Clarification- it is now only ~10% of the lines of code it used to be) The power up shop now accurately reflects the powerups you have found throughout the dungeon. The tutorial has been reworked to reflect the new control scheme. Things in the main menu grey out when they are supposed to. The main menu should now properly scale to different monitors and resolve the menu not being visible to a very few. Main menu has confirmation dialogs before starting any mode or deleting your save Fixed achievements that seemed to not work for some, and one that was previously unachieveable. Fixed inventory is full but not full problems. Astral shot now correctly affects all the things it should affect effect? Right click or press action 2 to remove materials from a crafting table now. Refilling ammo no longer unequips to item unnecessarily Refilling ammo has had its cost rebalanced Repairing armour has had its cost rebalanced Coins / Keys / Armour Orbs / Ammo pickups will all now move towards the magnet Pixel Boy carries in his pocket. Making picking things up much easier, and also making the treasure fountains look cooler. New burials in the graveyard Enemies and Bosses have had their AI modified and been rebalanced so that the OP powerups are no longer too OP. Only Mirror shot should be using more than one bullet per shot now When armour is destroyed its stats or now properly taken away. When armour is crafted on top of another armour, the effects will no longer stack ridiculously and exploitatively. Level up ring will no longer appear in town and other areas it was not wanted. Go home Level up ring, youre drunk. The ammo cap has been increased to 500, youre right, we made a mistake having it so low. Tooltips in inventory should now be accurate and function perfectly. Power up crafting pricing has been adjusted. What? Dont look at me, its called inflation. Icewebs will not attract heatseekers when up in their webs N Bossmans collision detection has been reworked. All bosses have had their nameplates corrected. Store graphics now list the proper descriptions, no misleading information here hopefully. Ammo pickups give 10 ammo now. OTUs are disabled in non ammo depleting areas. Everybodies favorite power up spread shot is now always available in the store for a low price Things should properly now auto equip when appropriate & Many more things I probably forgot to document. If you find more issues or there are any inconsistencies please email us at info@giantboxgames.com or post it on the forums. We pay close attention and many of the fixes / additions in this update are thanks to players pointing them out to us. Thanks for the patience and support.
[ 2014-11-26 16:44:53 CET ] [ Original post ]
These are the latest fixes and changes to Pixel Boy. Thanks to the community and everyone that has helped us find errors. **** ADDITIONS **** +Controller Support Added for many controllers +Survival Mode Added +New SFX, GFX, and various things and what nots. +New Trailer **** CHANGES / FIXES **** •Save / Load systems for Normal Mode is now fixed and rewritten from scratch. No more sketchiness (we hope) •Act doors should now at all times lead to the exact right places, even when people attempt to go out of their way and break them. (we’re not point fingers, but, you know who you are ;) ) •All scenes are now error free, not just in the Retail build, but in Unity too, hurray for efficiency. •Menus over other menus? No thank you. Menus have all been rewritten and sorted. While they are not the most incredible things ever made, they definitely always work the way they’re supposed to now. •Main menu is now nice and functional. We are considering removing the Launcher as now all options are accessible through the options menu. •SFX / Music / Narration / Mute settings should now properly save / load throughout your journey when you want or don’t want to hear them. •We added the talented Haley Requa to our credits for her wicked good programming work. •Survival best time tracking in main menu. •Trap rooms bizarre issues resolved throughout the acts •No more town level gain exploit •Skip slot machine with controller or space •Control messaging throughout the game has been rewritten and is hopefully clearer •Death Menus now properly function the way they should and send the players to the right spots. •Armour shop now allows players to properly sell their orbs / powerups •In normal mode you now only lose the powerups you were holding when you die. Everything in your bag, and all your XP is saved so you can try again. •Hardcore mode now ensures that when you die, you lose everything and must start the game from the beginning again. (tread carefully) •Armour crafting has been tuned and the UI works better than it did. •The entire power up / power up crafting system has been rewritten to be more efficient and easier to use with far less impact on the system. (Clarification- it is now only ~10% of the lines of code it used to be) •The power up shop now accurately reflects the powerups you have found throughout the dungeon. •The tutorial has been reworked to reflect the new control scheme. •Things in the main menu grey out when they are supposed to. •The main menu should now properly scale to different monitors and resolve the menu not being visible to a very few. •Main menu has confirmation dialogs before starting any mode or deleting your save •Fixed achievements that seemed to not work for some, and one that was previously unachieveable. •Fixed inventory is full but not full problems. •Astral shot now correctly affects all the things it should affect… effect? •Right click or press action 2 to remove materials from a crafting table now. •Refilling ammo no longer unequips to item unnecessarily •Refilling ammo has had its cost rebalanced •Repairing armour has had its cost rebalanced •Coins / Keys / Armour Orbs / Ammo pickups will all now move towards the magnet Pixel Boy carries in his pocket. Making picking things up much easier, and also making the treasure fountains look cooler. •New burials in the graveyard •Enemies and Bosses have had their AI modified and been rebalanced so that the OP powerups are no longer too OP. •Only Mirror shot should be using more than one bullet per shot now •When armour is destroyed its stats or now properly taken away. •When armour is crafted on top of another armour, the effects will no longer stack ridiculously and exploitatively. •Level up ring will no longer appear in town and other areas it was not wanted. Go home Level up ring, you’re drunk. •The ammo cap has been increased to 500, you’re right, we made a mistake having it so low. •Tooltips in inventory should now be accurate and function perfectly. •Power up crafting pricing has been adjusted. What? Don’t look at me, it’s called inflation. •Icewebs will not attract heatseekers when up in their webs •N Bossman’s collision detection has been reworked. •All bosses have had their nameplates corrected. •Store graphics now list the proper descriptions, no misleading information here… hopefully. •Ammo pickups give 10 ammo now. •OTU’s are disabled in non ammo depleting areas. •Everybodies favorite power up spread shot is now always available in the store for a low price •Things should properly now auto equip when appropriate •& Many more things I probably forgot to document. If you find more issues or there are any inconsistencies please email us at info@giantboxgames.com or post it on the forums. We pay close attention and many of the fixes / additions in this update are thanks to players pointing them out to us. Thanks for the patience and support.
[ 2014-11-26 16:44:53 CET ] [ Original post ]
Just a quick heads up to let everyone know that Pixel Boy is in the Steam Summer Sale Community vote for the next 7 hours, if successful it will be slashed to 35% off. We hope that everyone will vote for the Rogue Like category and give Pixel Boy a chance to be exposed to more people. VOTE RIGHT HERE We can win this David Vs Goliath vote battle. Thanks.
[ 2014-06-26 17:53:20 CET ] [ Original post ]
Just a quick heads up to let everyone know that Pixel Boy is in the Steam Summer Sale Community vote for the next 7 hours, if successful it will be slashed to 35% off. We hope that everyone will vote for the Rogue Like category and give Pixel Boy a chance to be exposed to more people. VOTE RIGHT HERE We can win this David Vs Goliath vote battle. Thanks.
[ 2014-06-26 17:53:20 CET ] [ Original post ]
These are the latest fixes and changes to Pixel Boy. Thanks to the community and everyone that has helped us find errors. +A hardcore mode is now able to be started from the main menu. When you die, thats it, you start over. (more changes to come to this mode in the future now that its in place) +There is now High Score tracking for hardcore mode. (looking into leaderboards on steamworks) +Your Top Hardcore Score will now be displayed on the main menu +Added a separate scene upon death for hardcore mode, showing current score from that run and top score before shipping you out to the main menu to try again. +Added new music to deathUIs (ooh chilling) +Switch room now has treasure chest for loot, awards a single powerful power up, ammo and coins. +Added minimap Icons for the Switch Room and the RGB key pieces. They will only appear once Pixel Boy has been very close nearby or after an extended period of time. +There are now destructible objects throughout the environment. These things can be smashed and broken to award coins and ammo. (Link would be proud) Due to this, prices in Resolutia have risen. +Several new sounds have been added to new and old functions -Astral shot should no longer shoot through most walls just through enemies. -When PenGUIN is dizzy shieldspin will now properly trigger damage. -Ammo has been tuned to a lower drop frequency and quantity -Weird unexplained explosion on begining of some scenes should no longer exist. -Health Pots purchased from the shady old shaman now only award five health points per potion. -The enemies HP levels have been re tuned. -Baby slimes should now die+slow when they impact with Pixel Boy, you monster. -Pixel Boys death has become more dramatic and colorful -All bosses have been tweaked and made so that they can no longer be one shot, they should always be a formidable foe now. -Treasure chest icons will no longer appear on the map until Pixel Boy has been close to them. -The elevator will now appear on the map once Pixel Boy has been nearby. -All main menu elements have had their sounds corrected and the about box goes fullscreen now and can be exited by clicking about again. -Sorted the scoring system to be more advanced and reasonable, as well, added some new things that reward score -When using the Anvil in the dungeon, and clicking the button to repair you should no longer waste ammo -Decimals have been removed from stats menu, crits and hopefully everywhere. -Really large shield combos should no longer be tossing enemies about. (looking at you turtles) -The trap rooms have had their enemies adjusted and tweaked. -The rushing enemies from the switch room have been removed temporarily. -The scene changing system has been rewritten and should hopefully address all the unusual places people have wound up. -Treasure chests have had their treasure altered. -A weird heat seeker error has been resolved, was causing weird frame rate problems. -Mobs now drop different treasure rates. Most powerful power ups must be retrieved from switch rooms. -Costs of powerups has been in some cases increased dramatically based upon strength -Cost of crafting becomes substantially more expensive as time goes on -Cost of anvils has increased. -Cost of armour crafting has been increased If you find more issues or there are any inconsistencies please email us at info@giantboxgames.com or post it on the forums. Thanks for the patience and support.
[ 2014-06-19 09:50:55 CET ] [ Original post ]
These are the latest fixes and changes to Pixel Boy. Thanks to the community and everyone that has helped us find errors. +A hardcore mode is now able to be started from the main menu. When you die, thats it, you start over. (more changes to come to this mode in the future now that it’s in place) +There is now High Score tracking for hardcore mode. (looking into leaderboards on steamworks) +Your Top Hardcore Score will now be displayed on the main menu +Added a separate scene upon death for hardcore mode, showing current score from that run and top score before shipping you out to the main menu to try again. +Added new music to deathUI’s (ooh chilling) +Switch room now has treasure chest for loot, awards a single powerful power up, ammo and coins. +Added minimap Icons for the Switch Room and the RGB key pieces. They will only appear once Pixel Boy has been very close nearby or after an extended period of time. +There are now destructible objects throughout the environment. These things can be smashed and broken to award coins and ammo. (Link would be proud) Due to this, prices in Resolutia have risen. +Several new sounds have been added to new and old functions -Astral shot should no longer shoot through most walls just through enemies. -When PenGUIN is dizzy shieldspin will now properly trigger damage. -Ammo has been tuned to a lower drop frequency and quantity -Weird unexplained explosion on begining of some scenes should no longer exist. -Health Pots purchased from the shady old shaman now only award five health points per potion. -The enemies HP levels have been re tuned. -Baby slimes should now die+slow when they impact with Pixel Boy, you monster. -Pixel Boys death has become more dramatic and colorful -All bosses have been tweaked and made so that they can no longer be one shot, they should always be a formidable foe now. -Treasure chest icons will no longer appear on the map until Pixel Boy has been close to them. -The elevator will now appear on the map once Pixel Boy has been nearby. -All main menu elements have had their sounds corrected and the about box goes fullscreen now and can be exited by clicking ‘about’ again. -Sorted the scoring system to be more advanced and reasonable, as well, added some new things that reward score -When using the Anvil in the dungeon, and clicking the button to repair you should no longer waste ammo -Decimals have been removed from stats menu, crits and hopefully everywhere. -Really large shield combos should no longer be tossing enemies about. (looking at you turtles) -The trap rooms have had their enemies adjusted and tweaked. -The rushing enemies from the switch room have been removed temporarily. -The scene changing system has been rewritten and should hopefully address all the unusual places people have wound up. -Treasure chests have had their treasure altered. -A weird heat seeker error has been resolved, was causing weird frame rate problems. -Mobs now drop different treasure rates. Most powerful power ups must be retrieved from switch rooms. -Costs of powerups has been in some cases increased dramatically based upon strength -Cost of crafting becomes substantially more expensive as time goes on -Cost of anvils has increased. -Cost of armour crafting has been increased If you find more issues or there are any inconsistencies please email us at info@giantboxgames.com or post it on the forums. Thanks for the patience and support.
[ 2014-06-19 09:50:55 CET ] [ Original post ]
These are the latest fixes and changes to Pixel Boy. Thanks to the community and everyone that has helped us find errors.
- PenGUI dizzy sound should now correctly obey sound rules
- Heat seeker spelling of Enemies has been corrected
- Water and Sand traps should now always flow in the correct direction
- Some crafting inconsistencies have been ironed out, it is a very complex system so let us know if you notice anything peculiar when certain items are crafted together.
- Stats no appearing when adding points should now be fixed.
- Player would sometimes not always see their newly earned stats until a scene chance; has been resolved.
- The speed bug reared its head again and has since been squashed by the boot of justice. Players that have been affected have had their Speed bonuses set up to 0.
- OTUs will properly be tracked between Power up crafting menu and inventory
- There is now the option to skip the tutorial when starting a new game. (just an FYI, this will make the first floor a little more difficult as you wont have the power ups/armour gifted to you during the tutorial)
- Invulnerability OTU can no longer be wasted in town.
- Changed the XP curve slightly on all enemies. Allowing better late game XP acquisition.
- Boss repeat inconsistencies have now been fixed and should be unexploitable.
- After defeating a boss you should no longer be able to sell everything then rejoin the game and keep all the cash from the previous and have everything back.
- Amour orb exploit has been patched right up.
- Weird framerate issues have been attributed to several unusual errors in the last build. These errors we found only happened within Act 4. It was related to some old level designs, pathfinding, and AI all conflicting.
- Ammo pickups have been added. Every so often enemies can drop bullet shaped pickups that give the player +15 ammo to all equipped power ups.(this may require further balancing based on feedback)
- The Mob Museum has been rewritten. Enemies will now populate the museum when you have killed them once. This is more in line with our future plans for the museum.
- Exploding crates have proper sound for hit and explosions now.
- Boss loot has been tuned upwards, and added ammo to the mix
[ 2014-06-12 01:49:20 CET ] [ Original post ]
These are the latest fixes and changes to Pixel Boy. Thanks to the community and everyone that has helped us find errors.
- PenGUI dizzy sound should now correctly obey sound rules
- Heat seeker spelling of Enemies has been corrected
- Water and Sand traps should now always flow in the correct direction
- Some crafting inconsistencies have been ironed out, it is a very complex system so let us know if you notice anything peculiar when certain items are crafted together.
- Stats no appearing when adding points should now be fixed.
- Player would sometimes not always see their newly earned stats until a scene chance; has been resolved.
- The speed bug reared its head again and has since been squashed by the boot of justice. Players that have been affected have had their Speed bonuses set up to 0.
- OTU’s will properly be tracked between Power up crafting menu and inventory
- There is now the option to skip the tutorial when starting a new game. (just an FYI, this will make the first floor a little more difficult as you won’t have the power ups/armour gifted to you during the tutorial)
- Invulnerability OTU can no longer be wasted in town.
- Changed the XP curve slightly on all enemies. Allowing better late game XP acquisition.
- Boss repeat inconsistencies have now been fixed and should be unexploitable.
- After defeating a boss you should no longer be able to sell everything then rejoin the game and keep all the cash from the previous and have everything back.
- Amour orb exploit has been patched right up.
- Weird framerate issues have been attributed to several unusual errors in the last build. These errors we found only happened within Act 4. It was related to some old level designs, pathfinding, and AI all conflicting.
- Ammo pickups have been added. Every so often enemies can drop bullet shaped pickups that give the player +15 ammo to all equipped power ups.(this may require further balancing based on feedback)
- The Mob Museum has been rewritten. Enemies will now populate the museum when you have killed them once. This is more in line with our future plans for the museum.
- Exploding crates have proper sound for hit and explosions now.
- Boss loot has been tuned upwards, and added ammo to the mix
[ 2014-06-12 01:49:20 CET ] [ Original post ]
These are the latest fixes and changes to Pixel Boy. Thanks to the community and everyone that has helped us find errors. -ShieldSpin power up should now correctly account for all crafted powerups and no longer use any ammo in Resolutia / Mob museum / Pixel Boys house / Armour shop. *throws arms in air* -Using mirror shot within large craftables should no longer make powerups take two ammo per shot. -When crafting, you no longer have to stop at Tier 10, you can craft 15 powerups together for 150 G right from scratch -After skipping a narration by pressing the spacebar, the player should no longer have to wait the entire duration before using an elevator or door. -Tool tips on Power ups, One Time Uses and Crafted powerups have had a preliminary design added to the players inventory and will progress based on feedback. -The price of armour repair has been reduce to be more in line with the latest armour cost reduction from last patch. (anvils in shop, dungeon, tutorial) -Shellshock now correctly making its hit SFX -Textures in armour shop have been modified due to changes to armour costs. -The binding menu in the launcher should be a lot cleaner and more professional If you find more or there are any inconsistencies please email us at info@giantboxgames.com or post it on the forums. Thanks for the patience and support.
[ 2014-06-08 02:25:27 CET ] [ Original post ]
These are the latest fixes and changes to Pixel Boy. Thanks to the community and everyone that has helped us find errors. -ShieldSpin power up should now correctly account for all crafted powerups and no longer use any ammo in Resolutia / Mob museum / Pixel Boys house / Armour shop. *throws arms in air* -Using mirror shot within large craftables should no longer make powerups take two ammo per shot. -When crafting, you no longer have to stop at Tier 10, you can craft 15 powerups together for 150 G right from scratch -After skipping a narration by pressing the spacebar, the player should no longer have to wait the entire duration before using an elevator or door. -Tool tips on Power ups, One Time Uses and Crafted powerups have had a preliminary design added to the players inventory and will progress based on feedback. -The price of armour repair has been reduce to be more in line with the latest armour cost reduction from last patch. (anvils in shop, dungeon, tutorial) -Shellshock now correctly making its hit SFX -Textures in armour shop have been modified due to changes to armour costs. -The binding menu in the launcher should be a lot cleaner and more professional If you find more or there are any inconsistencies please email us at info@giantboxgames.com or post it on the forums. Thanks for the patience and support.
[ 2014-06-08 02:25:27 CET ] [ Original post ]
These are the latest fixes and changes to Pixel Boy. Thanks to the community and everyone that has helped us find errors. -Mushrooms have been reworked and should now properly award or penalize correctly. Drugs are bad. Mmmkay. -Power ups are the new rage this season, they’re being bought up by the merchant for 50% more -Power up refills have had their cost reduced. -Death message has been slightly adjusted -The cost of power ups at the store have been reduced, completely going against the fictional demand I mentioned up above. -All mobs have have their XP rewards tinkered with. -Player deaths should now happen correctly and more prettier. -Boss act 1 has had its collisions fixed. -We have combed nearly every inch of the dungeon and adjusted many collisions to make sure you’re not losing your treasure on top or behind most objects. -ShieldSpin is now producing the proper sound effects. -ShieldSpin should never use ammo anywhere other than the dungeon (we’re watching this) -IceWeb should now properly be affected by ShieldSpin If errors you have already reported are not in this list, it does not mean we’re ignoring you, we are looking at everything that is sent to us, it can just take some time. If you find more or there are any inconsistencies please email us at info@giantboxgames.com or post on the forums. Thanks for the patience and support.
[ 2014-06-06 02:03:36 CET ] [ Original post ]
These are the latest fixes and changes to Pixel Boy. Thanks to the community and everyone that has helped us find errors. If you find more or there are any inconsistencies please email us at info@giantboxgames.com -Shieldspin powerup does dramatically less damage now. It now is a smaller percentage of the players overall damage stat. It also does not block enemies from reaching you anymore. -Various pickup ables have had their save/load statuses double checked and fixed -The map is now functioning with preliminary features with animations to make important objects stand out better -Map icons have been slightly changed to appear more clearly -Wraithclaw has had another fix to try and tame its wild heart. -Several sounds have been tweaked and added. -The death by scorpinch and slimeswirl bug where they would penalize the player with minus speed stats has been fixed -The issues between elevators/act bosses and save/loading should now be resolved. You should wind up on the proper floor with the proper act doors open. If errors you have already reported are not in this list, it does not mean we’re ignoring you, we are looking at everything that is sent to us, it can just take some time. Thanks for all the support and patience
[ 2014-06-05 00:16:04 CET ] [ Original post ]
These are the latest fixes and changes to Pixel Boy. Thanks to the community and everyone that has helped us find errors. If you find more or there are any inconsistencies please email us at info@giantboxgames.com -The correct act doors should be available now after completing a boss and then entering somewhere other than the next act first -Selling things to the merchant should not reduce player ammo (check exhaustively) -Experience is retained after deaths for the time being. (more to come) -Armour orbs should properly save after a death -When crafting items and then leaving the game you should return to the proper items/coins -Return shot has had its store page adjusted to more accurately reflect its use -Life steal can no longer work after death, causing the player to be stuck in purgatory -Levels can no longer be gained after death, also resulting in purgatory visits. -Heart of Gold and Retribution will no longer kill players in town by equipping/unequipping -Armour prices have been reduced (WIP) -Scorpion now stabs faster but does 40% less damage -Infinite health bug fixed. (but you never even saw it) -Locked Bonus room doors now depict a more accurate message -The title screen new game confirmation texture should no longer be squished. -Main menu hover sounds have now been corrected -Proper boss room sound has been put in place -GUI hud fade out fixed at game end. -Trap room now plays a sound and rewards points if you survive it -The short narration versions should now use the proper silence lengths If errors you have already reported are not in this list, it does not mean we’re ignoring you, we are looking at everything that is sent to us, it can just take some time. Thanks for all the support and patience
[ 2014-06-03 23:38:25 CET ] [ Original post ]
These are the latest fixes and changes to Pixel Boy. Thanks to the community and everyone that has helped us find errors. If you find more or there are any inconsistencies please email us at info@giantboxgames.com
- Starting a new game while one is already in progress will now ask for confirmation.
- Scorpinch no longer stabs through Shield and Invulnerability OTU (kinda makes sense ehh)
- Several minor but unreported town bugs fixed
- A super obvious and dumb bug that no one had yet noticed has been fixed. (we’ll never tell)
- Wraithclaws should function more reasonably at all times (WIP)
- Closing character inventory screen with the ‘back’ button no longer makes Pixel Boy fire
- Crafting a power up no longer automatically opens your inventory (WIP)
- Purchasing a power up no longer auto closes the power up shop.
- When Pixel Boy has low armour, money can no longer be wasted on Health Pots from the Shaman. (pretty cruel he was taking your money to begin with)
- Many power up crafting fixes / changes to make the user experience better
- Purchasing Ammo for a power up that’s already full no longer works.
- Coin Sound modified
- In game controls menu has had slight adjustments
- Elevator in Act III and Act IV have been adjusted to make room for Shama shop.
- When selling items in the Armour shop, Pixel Boy no longer wastes ammo
- Sound menu tweaked to avoid inconsistencies between Menu and ‘Esc’ menu
- ShieldSpin (SH) should no longer toss Shellshocks about the room
- Penta Vultus can now be hit by all powerups
- OTU’s are cleared upon starting a new game.
[ 2014-06-03 00:37:39 CET ] [ Original post ]
These are the latest fixes and changes to Pixel Boy. Thanks to the community and everyone that has helped us find errors. If you find more or there are any inconsistencies please email us at info@giantboxgames.com -Moby ants tweak (not yet perfect) -Shieldspin speed has been reduced dramatically (further DPS nerf in the works) -Mushrooms have been tweaked slightly (drugs are still bad mmkay) -The super secret hidden coins that you didn’t know about have been turned to gold -Life steal has been reduced dramatically. Still powerful, but less so. -Crafting red armour orbs now correctly displays “Armour” bonus -Merchant Message correctly displays his function “Buy/Sell” -Life steal gun store page has been adjusted. -Tutorial Ant key no longer appears in a weird spot. -Exit elevator position has been adjusted to account for Shaman Shop -Extra collision insurance on safe room, damn wraithclaws. -Score system has been reworked. Now giving score for enemies correctly as well as storing data across sessions. Can only be reset to zero by dying or starting a new game (more to come on this as its integral in two upcoming game modes) -Boss music now loops if the session lasts too long (stays intense) -Map key is now mentioned briefly during the tutorial near the blue key. -Pickups have had more gravity and friction applied, they no longer roll forever. -Treasure scripts refined on all mobs, potential for more power up drops. If errors you have already reported are not in this list, it does not mean we’re ignoring you, we are looking at everything that is sent to us, it can just take some time. Thanks for all the support and patience
[ 2014-06-02 02:37:02 CET ] [ Original post ]
1.01 Patch Notes These are the latest fixes and changes. Thanks to the community and everyone that has helped us find errors. If you find more or there are any inconsistencies please email us at info@giantboxgames.com -Coins now give correct value, look out wall street. -Anvil no longer charges when you have no armour. -Astral power up nows works as intended. -Fixed bug when leaving dungeon OTU’s would be lost. -Fixed OTU’s giving proper power ups and labelled correctly (oh boy what a mess that was). -You can now use ‘esc’ to exit controls menu (ironic). -Fixed the ShieldSpin power up tossing most enemies around. -Moby Richard crates in corners should no longer hoard your loot atop of them. (we are working on a more permanent fix for other objects as well). -Treasure splash ceiling should be more accurate now. No floating treasure near the camera, taunting you with its inaccessibility. -Shellshock, and Frank have had their trigger detections tweaked and fixed. -Weird speed save/load problems in town resolved. -Astral/Mirror crafting inconsistencies fixed. -Heart of Gold store description has been updated. -Heart of Gold unequip death should now be resolved (many hearts were broken). -Shaman Shop Item price is now reflecting its intended cost.(more expensive, sorry to the mushroom exploit addicts, seriously though, you may need help). -Enemy Treasure drop rates corrected. -Boss treasure explosions amped up and increased slightly -Added ability to sell power ups and OTUs for five coins at the merchant in the armour shop. -Tutorial crucial ants should now be guaranteed to drop a key (oops). -Planter in starting scene is now impenetrable, we hope. -Indicator arrows added to Anvil + Health Shrine in safe room. -Tons of love received by our Dev team from you If errors you have already reported are not in this list, it does not mean we’re ignoring you, we are a small three person team, we are looking at everything that is sent to us, it can just take some time. Thanks for all the support and patience
[ 2014-06-01 02:22:05 CET ] [ Original post ]
🎮 Full Controller Support
- Pixel Boy and the Ever Expanding Dungeon Linux Depot [390.2 M]
Pixel Boy is an Action-RPG Shoot-em-up with dynamically generated stages across four acts each with an epic boss finale. Players can craft custom armours as well as stack and combine power ups into over 6000 different powerful weapons to overcome the dangers of the dungeon.
NOW FEATURING CONTROLLER SUPPORT AND A BRAND NEW SURVIVAL MODE!
- Four uniquely themed acts each with dynamically generated dungeon levels within.
- Epic Boss Battles at the end of each act with unique mechanics and challenges
- Many different Combine-able and Stack-able Weapons and Power ups for OVER 6000!!! unique combinations
- Crafting system with five types of armour each with several tiered levels that have different effects and powers
- Character leveling with customize-able builds across several base stats
- Multiple Vendors and shops to purchase better items, power ups, and equipment
- A wide variety of enemies with unique combat approaches
- Steam Achievements
- Steam Trading Cards
- Survival Mode
- Controller Support
Pixel Boy features an awesome electronic original soundtrack composed entirely by popular and talented French artist Pyramid.
Pick up the soundtrack today!
http://0pyramid0.bandcamp.com/album/pixel-boy-ost
Help Pixel Boy on his arduous journey to become the Hero of Resolutia and this year’s Dungeon Runner’s World Champion!
Pixel Boy is a dungeon crawling top down Action Shooter. You control Pixel Boy and enter the randomly generated dungeons below the town of Resolutia. There are four acts in total, each with a powerful boss at their climax. Every dungeon is filled to the brim with aggressive and deadly enemies. As Pixel Boy you will encounter swarms of giant ants, packs of snapping dogs and even lethal dungeon birds. To help Pixel Boy bear this burden there are many tools at your disposal. Various pixel powerups can be found or purchased to help Pixel Boy overcome the treacherous dungeons beneath Resolutia.
Spreadshot, Shields, Splitshot, Heat seekers, Critical Strike Modifiers, Time Stoppers and much more are available. Three pixel powers can be equipped at a time and are stackable AND combinable so that Pixel Boy can find the best combination of over 6000 powers to defeat his adversaries most efficiently.
Various types and tiers of armours can be crafted by obtaining the appropriate armour orbs dropped within the dungeons depths. Each piece of armour has different effects, abilities and levels of power dependent on its tier and orbs used to create it.
Throughout the dungeon Pixel Boy may encounter a variety of randomly generated unique rooms. Make sure Pixel Boy pockets any keys he finds, as treasure rooms have chests that are always locked to protect their secrets. Be wary every time Pixel Boy moves from room to room, as simply entering a room could trigger a dangerous trap; locking him in the room until every monster has been defeated within. Pixel Boy should also pay close attention to torches as they could lead the way to secrets and treasures. Collect all the coins Pixel Boy finds and spend them on items, powerups and armour at the shops back in town.
- PC
- Mac
- Linux
We would like to extend a big thank you to everyone that has supported us along our journey in the development of Pixel Boy, you all kick butt and have made it super worthwhile. If you would like to follow us or discuss anything Pixel Boy related, feel free to visit our site, twitter, and like us on Facebook. Please don't hesitate to let us know about a bug, error, exploit or heck, even just something you dislike, we are always listening.
We hope to be able to continue to update the game and add features continually after release, free of charge of course.
So don't hesitate to send your suggestions and ideas.
Giant Box Games
http://pixelboygame.com
http://www.facebook.com/pixelboygame
Twitter - @TeamPixelBoy
- OS: Most 32-bit and 64-bit Linux OS
- Processor: Dual CoreMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: 256mb at least and nothing over... let's say. five years old.
- Storage: 500 MB available space
[ 6132 ]
[ 2625 ]