TUXDB - LINUX GAMING AGGREGATE
 NEWS TOP_PLAYED GAMES ITCH.IO CALENDAR CHAT WINE SteamDeck
 STREAMERS CREATORS CROWDFUNDING DEALS WEBSITES ABOUT
 PODCASTS REDDIT 

 

SUPPORT TUXDB ON KO-FI

MENU

ON SALE

New Twitch streamer aggregation implemented (#FuckTwitch) due to Twitch's API issues (more info on my Discord )


Name

 The Binding of Isaac: Rebirth 

 

Developer

 Nicalis, Inc. 

 

Publisher

 Nicalis, Inc. 

 

Tags

 Action 

 

Singleplayer 

Release

 2014-11-04 

 

Steam

 10,04€ 7,36£ 10,04$ / 33 % 

 

News

 60 

 

Controls

 Keyboard 

 

 Mouse 

 

 Full Controller Support 

 

Players online

 14874 

 

Steam Rating

 Overwhelmingly Positive 

Steam store

 https://store.steampowered.com/app/250900 

 

How long to Beat

Main Story

 4 Hours 

 

Main Story + Extras

 61 Hours 

 

Completionist

 218 Hours 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 2,000,000 .. 5,000,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 6851  

Average playtime (last 2 weeks)

 115 

Median playtime (forever)

 3233 

Median playtime (last 2 weeks)

 131 

Public Linux depots

 Linux [314.51 M] 


 Afterbirth Linux [163.78 M] 


 Afterbirth Plus Linux [92.25 M] 


 Afterbirth Plus Linux [92.54 M] 


DLC

 The Binding of Isaac: Afterbirth 


 The Binding of Isaac: Afterbirth+ 


 The Binding of Isaac: Repentance 




LINUX STREAMERS (10)
beanpoopsRogue Justicetapocoldanfracas
darkphotonstudiopurpletongsdhalucariogeoproton
liolokMorganTician




Welcome back to the Isaac Online Alpha!



Welcome back to the Isaac Online BetaAlpha! We have some bug fixes and game improvements ready for you all!

As mentioned last time, this is a Beta Alpha, so not all planned features and game modes are available right now. We also STRONGLY RECOMMEND that all players participating in the Beta Alpha make backup copies of your save data files in a safe folder. For those who have made backups but lost their progress marks, the steps to get your back is at the end of this post.

BUG REPORTING

Where to report bugs:
Subject line: #IsaacOnlineBeta 1.9.5

DO NOT EMAIL ANY OTHER EMAIL ADDRESS. WE WON'T SEE THOSE REPORTS.
You can message me on twitter, but send bug ports to the email above with the subject above please

Include the version number in your subject line, in the exact format listed above. This is very important for us to filter and keep track of the most current issues. The version number can be found on the title screen, main menu, online menu, lobby screen and in-game pause menu. It's everywhere now :)

If you encounter a crash, your crash log files are extremely helpful for us to diagnose the issue. Here's where to find them.

In a file explorer window, navigate to Documents>My Games>Binding of Isaac Repentance>crash_dumps

There are 2 files for each crash, A DMP file and a TXT file. Attach both of these to your email and our developer wizards will be very happy."



CHANGELOG

v1.9.5
- Mom's bed now revives all players
- Online Matches Hard Mode online

Fixes
- Pedestal item functionality
- Book of Virtues + Mr. Me! wisps killing themselves on cooldown doors
- Easter egg menu
- Player off-screen indicators would sometimes display the wrong character
- Desync if a player paused while a fullscreen overlay (ex. rainbow poop) was going
- Aimed attacks (ex. Marked, Ludovico, etc.) could slightly move the camera of other players
- Players revived after special bosses (ex. Mother)
- Lilith ghost baby from shooting
- Wisps staying around after player dies
- Lockup in text chat under specific conditions



ONLINE BETA OPT-IN




Are you ready for round 2? Here's how to start playing online:
Step 1: Have The Binding of Isaac: Repentance installed in your Steam Library
Step 2: right-click on the title in your library and select Properties
Step 3: go to the Betas tab and type the beta key [insert beta key] into the Private Betas box and click Check Code.
Step 4: Click the button that will appear that says "Opt in to [beta branch name]. You should then also see [beta branch name] in the Betas Participation box in that same tab.

Following this, your game should update, and the next time you launch it you should see "Online Beta" at the title screen, and the "Online" option at the main menu.
To return to the standard release version of Repentance, simply open the Betas tab again and set the Betas Participation tab to "None".

Be sure to use the new password: theyvegonetoplaid

Keep reading if you need help with other stuff! See you online XOXO.



Lost Completion Marks
Here are the steps that should help in restoring your missing Completion Marks, if this issue has affected you.
Step 1: Have your save file backups handy! Hopefully you heeded our advice in the Online Beta announcement post to make save file backups before joining the Beta, because without them, this method will not work.

Step 2: In your Steam library, right click on The Binding of Isaac and open the Properties window

Step 3: On the General Properties tab, click on the Steam Cloud switch to temporarily disable the Steam Cloud function.

Step 4: Open the folder where your active Binding of Isaac save files are kept. Take the backup save file you want to use, and copy it into this folder. Rename this file persistentgamedata1.dat for it to take the place of your slot 1 save. For save slots 2 and 3, copy backup saves to this folder and rename them persistentgamedata2.dat and persistentgamedata3.dat, respectively.

Step 5: Next, launch the game. At the save file select screen, you should now see your backup save files restored, and when you go to the character select screen, you should see your Completion Marks restored as well.

Step 6: Close the game, then open the Properties window again, and click the Steam Cloud switch again to turn the Steam Cloud function back on.

Step 7: Launch the game again. Steam should notify you that the Steam Cloud files and local files do not match, and will prompt you to proceed with either the local files or the cloud files. Choose local files, and the backup saves you just copied will overwrite the Steam Cloud files.

From there, the game should again function normally, with your Completion Marks restored.




[ 2024-01-03 05:04:58 CET ] [ Original post ]

The Binding of Isaac: Repentance Online Beta!



It is me, your amigo, Tyrone

Hello and welcome to the Binding of Isaac Online Beta!

The Nicalis team has been hard at work getting Online working for your favorite game. This beta program is for anyone who owns Repentance on Windows+Steam. This free update allows you to play the game in co-op multiplayer mode online, with friends and/or other players online.

I want to go over some details regarding the Online Beta here. This will be a longer post, but I'm hoping you make the time to read it as it will be useful for your experience.

SAVE BACKUP
Before you start, please keep in mind that this is a Beta, and not all features may be available right away. We also STRONGLY RECOMMEND that all players participating in the Beta make backup copies of your save data files in a safe folder, in the event of any bugs that could cause you to lose hard-earned progress.



BETA SCHEDULE
The team will continue to work towards a release candidate into the future. That said, the beta will generally be available two weeks out of each month and offline the other two weeks. The Nicalis team will work on fixes and improvements from feedback and bug reports during the Beta. So please send whatever you can find :)

A new opt-in password will be posted here or on my Twitter account, X, whatever you wan to call it, around the end of each month for the subsequent version. This cycle will repeat until we feel online mode is ready for its official release, near the end of 2024.

BUG REPORTING
This is VERY IMPORTANT and I can't stress how much we would love your help to make the online experience better for everyone.

Where to report bugs: Send Email]isaac@nicalis.com
Subject line: #IsaacOnlineBeta 1.9.1



The subject is very specific for filtering, to ensure it gets seen and properly flagged by the Nicalis development team.
- Do not add any spaces between words in the hashtag.
- Do not change any format of the subject line, such as removing the hashtag
- Do not create your own subject line

For example:

Yes: #IsaacOnlineBeta 1.9.1
NO: #Isaaac Online Beta1.9.1, #IsaacOnline Beta, #OnlineBeta, #BetaIsaac, I found a bug in Isaac

We need the exact string in quotes "#IsaacOnlineBeta 1.9.1" (without the quotes). The only thing that will change for your subject line with future updates will be the version number.

BUG DETAILS
OK, so your game crashed, desynced or something elsedescribe the issue as thoroughly as you can, and include the seed number if possible. Including links to videos or screenshots of your bug can also be very helpful to us. Please DO NOT attach large files as they'll get filtered and deleted.

As a reminder, this mode is in beta and bug encounters are expected, so we highly recommend making copies of your save data files in a safe backup folder. Details about this at the top of this post, in case you missed it

We know most of you are not professional testers and that's OK :) but the more info you can provide in your bug reports, the quicker we can fix bugs in online mode. Here are some example bug reports:

Great!:
game crashed on Caves 2 when picking up Breakfast item after beating the boss
boss was Peep
seed was XYZW-0123
3 players: Isaac, Azazel, and ???. Isaac and Azazel were in for entire match, ??? joined on Basement 2
happened immediately after pickup animation finished
log file and save data are attached

Good:
game crashed on Caves 2 when picking up an item
3 players: Isaac, Azazel, and ???
happened after the pickup animation finished

Bad:
game crashed

In these three examples, the last one "bad" is completely unusable as a bug report. We can't do anything to fix it without more details.

PLAYABLE MODES
For the initial beta release, Normal mode will be available to play in Online Beta mode. We plan to make more game modes available in 2024.

ACHIEVEMENTS AND UNLOCKS IN ONLINE
Achievements will still be available in Online Beta, with some caveats. Players who join a match already in progress will not earn achievements for that run. A special icon will appear to let you know that you will not receive achievements for the current run.

COMPLETION MARKS
Completion marks will be available in Online Beta, but these ones will not cross over with the ones that appear on your singleplayer character select screen. Online multiplayer will have its own separate collection of completion marks! Similar to achievements, players who join a match in progress will not earn completion marks for that run.

UI UPDATES
We've made UI and HUD changes for online. Several options have been added to the Options Menu to make this UI more customizable, including making the display HUD for your co-op partners' health meters and pocket items more compact, more minimal, or even hidden if you prefer.

VERSION COMPATIBILITY
The Online Beta is being developed for The Binding of Isaac: Repentance, and will not be available for past versions (Rebirth, Afterbirth, Afterbirth+) ever.

This update does not include new content such as additional new items, characters, etc.
However, the Online Multiplayer does have a few updated game mechanics to improve the fun of playing Isaac in co-op mode.


ONLINE BETA OPT-IN
With all that out of the way, how do you play?



Step 1: Have The Binding of Isaac: Repentance installed in your Steam Library
Step 2: right-click on the title in your library and select Properties
Step 3: go to the Betas tab and type the beta key into the Private Betas box and click Check Code.
Step 4: Click the button that will appear that says "Opt in to [beta branch name]. You should then also see [beta branch name] in the Betas Participation box in that same tab.



Following this, your game should update, and the next time you launch it you should see a prompt that you will have to read and accept, then you'll see "Online Beta" at the title screen, and the "Online" option at the main menu.
To return to the standard release version of Repentance, simply open the Betas tab again and set the Betas Participation tab to "None".

That's it! I think? Oh yes, you need the password don't you? That'll have to wait until Friday!


[ 2023-11-29 23:12:51 CET ] [ Original post ]

Repentance 1.7.9b

Changes
- The Cantripped! challenge now only spawns active item cards, item cards can be swapped out when picking up new cards when all card slots are already full
- Tainted Cain now has the same starting stats as Cain (increased damage and reduced range)
- Salvaging Tainted Cain's active item no longer spawns special drops in special rooms (such as secret rooms)
- The fire aura granted by Breath of Life + Judas' Birthright no longer destroys projectiles
- Adjusted the active to passive item ratio from TMTRAINER from 1/2 to 1/4
- Glitch items can no longer destroy Cathedral light beams, ending chests and challenge trophies
- Enemies respawned by the D7 no longer drop loot when killed if they were champions and no longer grant score in daily runs
- Great Gideon's crawlspace no longer appears in the Ascent (as it crashed the game when entered)
- Expansion Pack can no longer trigger the Glowing Hourglass
- Items in the Death Certificate area now spawn as "option" items similarly to items in Boss Rush and Angel rooms - the player is automatically returned to the main floor whenever picking up an item would cause other items in the room to disappear
- Added rubber banding to Star of Bethlehem - it now moves faster off screen when the player is ahead of it along the path to the boss room and slows down if the player is lagging behind
- Star of Bethlehem now moves towards Mega Satan's room in the Chest and the Dark Room if its door was unlocked
- Vanishing Twin is now shared by both of Tainted Lazarus' forms - this also fixes several bugs that occur when flipping while Vanishing Twin is copying a boss
- Spindown Dice is now available in challenges and daily runs, items that are tagged to never appear in those modes are considered locked and will be skipped over
- Bag of Crafting is now available in challenges and daily runs, as well as when playing as Tainted Lost
- Bag of Crafting now obeys changes to item availability such as challenges, daily runs and Tainted Lost's adjusted item pools and will not craft items that cannot be normally obtained
- Death Certificate now ignores changes to item availability caused by items or characters (i.e. Tainted Lost or Sacred Orb) and will only refrain from spawning items locked behind achievements or current game rules (challenges or daily runs)
- Added new co-op babies
- Updated some of Eden's hair styles
- Updated a few item qualities
- Updated localization files

Fixes
- Fixed a crash that could occur when firing large amounts of Haemolacria shots with laser attacks
- Fixed a crash caused by killing Siren while she has control of Lil Delirium
- Fixed reward plates crashing the game when attempting to spawn enemies in Home
- Fixed devil room doors and other temporary doors leaving an invisible door with an invalid state behind when removed (this could cause crashes with certain items such as Mr. Me)
- Fixed dying from taking a devil deal sometimes displaying the wrong portrait on the game over screen
- Fixed enemies attempting to pathfind through Bomb Grimaces and Quake Grimaces
- Fixed We Need to go Deeper/Mom's Shovel being unable to create crawlspaces with Car Battery
- Fixed item pedestals duplicated by Crooked Penny forgetting their option group, allowing all duplicated options to be picked up
- Fixed instant death when turning into Keeper using Clicker while having 2 or more broken hearts
- Fixed instant death when Esau Jr. grants Heartbreak when used as Keeper
- Fixed Tainted Lazarus becoming intangible when using Flip with Car Battery and Birthright
- Fixed The Empress? not applying its speed decrease as intended
- Fixed The Empress? not tracking HP overflow correctly, removing more hearts than intended upon wearing off in certain situations
- Fixed The High Priestess being able to target Dark Esau and Blood Puppy
- Fixed Tooth and Nail not ticking while Isaac is holding an item above his head (this could be abused for near-infinite invincibility)
- Fixed Tooth and Nail not removing its invincibility effect until the room is left if the item is dropped or destroyed
- Fixed the Broken Modem sometimes causing enemies to remain frozen forever if the item is dropped or destroyed when enemies are present in the room
- Fixed the Book of Shadows visually giving wings to Isaac when he also has Jupiter
- Fixed items gained through full run reroll effects (such as D4) not contributing towards transformations
- Fixed transformation progress not being properly decreased when holding several copies of the same passive item and losing one or more
- Fixed active items losing their transformation progress when crafting a new one as Tainted Cain
- Fixed active items losing their transformation progress when dropping them with Butter!
- Fixed not being able to shoot or interact after using a pill while flying during the Mega Mush effect
- Fixed a softlock that could occur when saving and resuming a run while picking up Dad's Note
- Fixed being able to use Soul of Isaac on Dad's Note
- Fixed Trisagion effects lingering when combined with Lachryphagy or Angelic Prism
- Fixed Star of Bethlehem not entering special boss rooms in the Blue Womb and Corpse II
- Fixed the D10 being able to devolve permanently charmed enemies
- Fixed the Book of Revelations replacing Mother's boss room with Death in the Red Redemption challenge
- Fixed Chub, C.H.A.D. and Carrion Queen missing their body segments when spawned by Delirious
- Fixed Technology 2's laser persisting when changing form as the Forgotten or when it is removed/rerolled
- Fixed Cursed Eye only allowing the Forgotten to charge up to 4 attacks rather than the intended 5
- Fixed a softlock caused by using Clicker or reviving from Lazarus' Rags as Tainted Forgotten while his body is in a location that would be inaccessible without flight
- Fixed Lilith being able to shoot tears normally when using the Glowing Hourglass after reviving as a different character
- Fixed the Glowing Hourglass not losing its uses when used in the Beast fight and behaving like an infinitely reusable teleport
- Fixed the Glowing Hourglass not losing its uses when rewinding to a state where it is inside Moving Box
- Fixed the Glowing Hourglass triggering effects that normally trigger at the start of a new level when rewinding back to a previous level
- Fixed Twisted Pair entering a bugged state when rewinding with the Glowing Hourglass or starting a victory lap
- Fixed Guppy's Eye incorrectly predicting item drops from shopkeepers
- Fixed enemies rarely spawning behind rocks in certain challenge room/Greed mode waves
- Fixed a minor hitch in the loop of The Lamb's fight theme
- Fixed The Sad Onion's costume not appearing on most characters

Modding changes
- Added extra safety checks to prevent crashing on startup after disabling mods that contain custom characters or items
- Fixed a crash when resuming a run that was stopped while in the temporary room created by the goto command
- Fixed not being able to register more than one MC_PRE_PLAYER_COLLISION callback
- Added a new debug flag (14) which displays Lua memory usage as a graph
- Added a dedicated memory pool for use by Lua scripts (this should prevent issues with loading sounds and textures when many large mods are loaded at the same time)
- Moved all callback related logic to Lua (this should improve performance when many callbacks are registered)
- Added Isaac.RunCallback(callbackId, entityId, ...), runs all functions tied to the given callback and entityId (entityId can be nil for callbacks that do not depend on specific entity types)
- Isaac.AddCallback, Isaac.RemoveCallback and Isaac.RunCallback now accept any value as a callback ID, even non-numeric values such as strings, this may be used by mods to define custom callbacks for other mods to use
- The full list of changes can be found here: https://pastebin.com/raw/ujwS23xf


[ 2022-12-08 00:45:53 CET ] [ Original post ]

Repentance 1.7.9a

Changes
- Reduced the chance of Baby Plum being struck by a ballistic missile on death to 0.0001% (was 100%)
- Increased the maximum damage dealt by Cube Baby when pushed
- Added special interactions with the Book of Virtues and Judas' Birthright when executing a perfect block with Breath of Life
- Breath of Life no longer wastes a charge if released after being fully charged by clearing a room
- Breath of Life now has a more intuitive interaction with the Battery
- Flying enemies will now be teleported to accessible positions if rerolled into non-flying enemies by the D10
- Sanguine Bond will now immediately spawn its spikes in the middle of the room when picked up in a Devil Room
- Added unique drops to Corpse polyps
- Added a proper death portrait for the Mausoleum door
- Renamed the "Glowing Hour Glass" to "Glowing Hourglass"
- Updated a few item qualities
- Updated localization files

Fixes
- Fixed the game failing to start on Windows 7
- Fixed Cube Baby moving in the wrong direction when thrown using Mom's Bracelet (for real this time)
- Fixed Cube Baby spinning while held with Mom's Bracelet
- Fixed exchanging active items in the Death Certificate area not kicking the player back to the main floor
- Fixed Mega Satan's door being able to spawn in the Death Certificate area if Death Certificate was used in the Chest or the Dark Room
- Fixed The Fool crashing the game or not teleporting the player to the correct room when used in the Death Certificate area
- Fixed a crash caused by using Breath of Life with Butter!
- Fixed Breath of Life setting Bethany's soul heart counter to zero
- Fixed Breath of Life sometimes providing infinite invincibility while remaining in contact with an enemy
- Fixed the D10 being able to affect Delirium when transformed into certain bosses
- Fixed several enemies not being correctly devolved by the D10
- Fixed D10 wisps rerolling hit enemies into random enemies instead of devolving them
- Fixed the D Infinity still causing the D10 full screen animation to play
- Fixed Glowing Hourglass infinitely regaining uses when traveling between floors
- Fixed Glowing Hourglass uses not decrementing when used with the 'M trinket
- Fixed Glowing Hourglass uses not decrementing when reverting Tainted Lazarus to his other form
- Fixed Glowing Hourglass uses resetting when swapped between Jacob & Esau
- Fixed Void not always losing its charge when mimicking Glowing Hourglass with Schoolbag
- Fixed Genesis allowing challenges and daily runs to continue beyond their intended goal
- Fixed Tainted Forgotten's items not being rerolled by dice rooms if they were triggered by Tainted Soul
- Fixed Tainted Forgotten not gaining damage increases from Sanguine Bond
- Fixed not being able to buy items surrounded by spikes from A Pound of Flesh while invincible
- Fixed backdrop graphics for L rooms not loading properly in the Womb
- Fixed a couple of room layout issues in the Catacombs and Gehenna

Modding changes
- Devolution entries can now be added to elements in entities2.xml to make modded enemies compatible with the D10, syntax is (ex: )
- Devolution entries are randomly picked according to the room's seed if more than one entry is present (enemies of the same type in the same room will always devolve into the same entity)
- Devolution ID follows room layout rules, i.e. 999 is used instead of 1000 for effect entities, 1000 and higher are used for grid entities, allowing certain enemies to be rerolled into rocks or other obstacles
- Added MC_PRE_ENTITY_DEVOLVE(Entity) callback for more complex custom behavior, returning true overrides default behavior
- Added HUD:Update(), HUD:PostUpdate() and HUD:Render()
- Added missing enums to TearFlags, SeedEffect and SoundEffect


[ 2022-11-11 02:33:57 CET ] [ Original post ]

Repentance Update 1.7.9 Changelog and G-G-G-Fuel!!!

G-G-G-G-G-FUEL!

It's me, Tyrone; I've logged into the Steam backend to give you an update on, um, the 1.7.9 update.

Welcome to the long-time-coming Repentance update!

Below you'll find probably the single biggest update since its release! Highly recommend you scan through below to see what's been updated, changed and improved.

Some highlights include: C Section fetuses now only deal 75% damage every 10 frames Lil Dumpy now has a secondary, larger detection radius that can cause it to randomly trigger from nearby enemy projectiles.

Glowing Hourglass no cooldown, but can only be used three times per floor . Increased the cooldown of D10 to 2 (from 1). It now devolves enemies instead of replacing them randomly.

Cain's Other Eye now follows Isaac and copies all tear modifiers/stats, but shoots in random directions and has -25% reduced damage. Bum Friend can now give batteries/items from the Beggar pool. My favorite--The Black Bean now causes multiple farts in quick succession and leaves poisonous gas clouds

Added the following:
- C Section to the Ultra Secret room pool
- Mom's Ring to the Old Chest pool
- Epic Fetus to the treasure pool (at very low weight)
- Glowing Hourglass to the Greed mode treasure pool
- Ouija Board to the Greed mode devil pool
- Breath of Life to the Greed mode angel pool

Greed mode button won't deal damage in Lost form, some less useful items, trinkets and cards in Greed mode, such as The Moon, are fixed. Ultra Greed won't get stuck in his dash state forever when his movement is blocked by certain objects.

Buuuuuuuut! There's MORE!

By the time you read this, it'll be Friday November 4th 2022. Which means it's officially G-Fuel Day! The Repentance team has put together the sweetest piece of daily runs since, well, since that poop and fart themed one. YOU KNOW WHAT WE'RE TALKING ABOUT.

So tons of amazing stuff below, but PLEASE PLEASE PLEASE play today's daily seed, playable starting 3AM PST.

The guys really put in a lot of effort to make it A-mazing. Edmund is even considering naming his next child gfuel--we've also discussed renaming Vinh into Le Gfuel as well. Don't want to spoil, you need to play it. Have fun this weekend!


Repentance 1.7.9

Changes
- C Section fetuses now only deal 75% damage every 10 frames (from 100% damage every 8 frames)
- Lil Dumpy now has a secondary, larger detection radius that can cause it to randomly trigger from nearby enemy projectiles
- Glowing Hourglass no longer has a cooldown, but can only be used three times per floor (at which point it temporarily functions as the regular Hourglass)
- Increased the cooldown of D10 to 2 (from 1). It now devolves enemies instead of replacing them with a random enemy
- Cain's Other Eye now follows Isaac and copies all tear modifiers/stats, but shoots in random cardinal directions and has -25% reduced damage
- Bum Friend can now give batteries and items from the Beggar pool
- The Black Bean now causes multiple farts in quick succession and leaves poisonous gas clouds
- 20/20 now only decreases damage by -20% (from -25%)
- Isaac's Tears now has an added +5 damage bonus applied to the tears
- Sticky Bombs now cause white creep to splash on the ground, slowing enemies
- Breath of Life now takes less time to activate and recharge. Upon blocking damage with perfect timing, it will release holy beams in four directions (similar to Salvation) and grant a brief shield effect
- Athame no longer creates a black ring on damage taken, instead it adds a chance for the ring to spawn around killed enemies (scales with luck)
- Betrayal no longer charms all enemies on damage taken, it now allows enemy projectiles to hit other enemies - when an enemy takes damage from an enemy projectile, it will attempt to target the enemy that fired it
- My Shadow no longer creates dark chargers on damage taken, instead Isaac's shadow will closely follow him and create temporary dark chargers when enemies come into contact with it
- Increased the damage of Lil Brimstone to 3 per tick (from 2.5)
- Increased the damage of Shade to 5 per tick (from 2)
- Razor Blade and Blood Rights now only cost a half heart after the first usage in a room
- Ouija Board now grants a tears up (equal to that of Squeezy)
- My Reflection now grants a damage up (equal to that of Death's Touch) and a luck down
- Reduced the cooldown of Mom's Pad to 2 (from 3). It now also spawns 1 blue fly on use
- Adjusted the cooldown of Blank Card with a few cards
- A penny now appears in all curse rooms when in possession of Voodoo Head
- Cube Baby can now be launched by melee attacks
- The Bag of Crafting can no longer be crafted
- Saturnus tears no longer damage grid entities (such as poop and TNT barrels)
- Items spawned from chests can now be safely picked up in the Death Certificate area
- Removed a redundant range increase from Crown of Light (it used to counteract the shot speed decrease)
- Reduced the devil price of Sacrificial Altar to 1 heart- Increased the average amount of items available for purchase in devil rooms
- Added Backstabber to the devil room pool
- Added Book of Revelations, Stigmata, Jesus Juice and Purity to the angel room pool (they were previously only there in Greed mode)
- Added C Section to the Ultra Secret room pool
- Added Mom's Ring to the Old Chest pool
- Added Epic Fetus to the treasure pool (at very low weight)
- Added Glowing Hourglass to the Greed mode treasure pool
- Added Ouija Board to the Greed mode devil pool
- Added Breath of Life to the Greed mode angel pool
- Moved Mom's Key from the Greed mode silver treasure pool to the Greed mode shop pool
- Tainted Bethany can now use her blood charges to place bombs when in possession of Blood Bombs
- Mom's Toenail now drops a foot every 20 seconds (previously every 2 minutes), with further reduced time for the doubled/golden variants
- Duct Tape now affects delayed following familiars (such as Multidimensional Baby and Shade)
- Cracked Dice now has a chance to trigger the D10 effect
- Shot speed up/down is now considered a minor pill effect, meaning other stat modifying pill effects are slightly more likely to appear instead
- The shop is now offering a discount on a variety of active items
- Ultra secret rooms can no longer generate near curse rooms (this fixes a rare softlock caused by using The Moon? in certain floor layouts)
- Portals, Purgatory cracks and buttons now always render above water to aid in visibility
- Rooms containing Suction Pitfalls in the Scarred Womb can no longer be bloody
- Reduced the damage enemy Brimstone lasers deal to other enemies to 11 per tick (from 22)
- Increased the health of Blastocyst's largest form to 300 (from 190)
- Increased the health of The Hollow's segments to 26 (from 22)
- Hangers can now be champions
- Needles and Pasties can no longer be champions
- The Stars and Joker cards can now show up in Greed mode
- Baby Plum, Bumbino, The Pile and Reap Creep are now locked behind the Something wicked this way comes+! achievement
- Added game over portraits for spiked chests, spiked rocks, Hell Game, Confessional, buckets, mushrooms, polyps and the Mausoleum entrance
- Added attack sound effects for Bob's Rotten Head, The Candle and Red Candle
- Added feedback for actives with a timed recharge being ready to use
- Added more golden/doubled trinket effects
- Added a few more coop babies
- Added even more new room layouts and updated various existing layouts (note that resuming a saved run from before this update may result in temporarily broken maps/rooms)
- Updated a few boss champion sprites
- Updated the sprite for Breath of Life
- Updated the giantbook animations
- Updated various item qualities
- Added French language support
- Updated localization files

Fixes
- Fixed the button in Greed mode dealing damage when in Lost form (from Soul of the Lost or when playing as Tainted Jacob)
- Fixed a few useless items, trinkets and cards appearing in Greed mode (such as The Moon?)
- Fixed Ultra Greed getting stuck in his dash state forever when his movement is blocked by certain objects (his dash now automatically ends after 3 seconds)
- Fixed Dangle and Turdlings not being locked behind the Something wicked this way comes! achievement
- Fixed Cube Baby sometimes flying in the wrong direction when thrown with Mom's Bracelet
- Fixed an issue with Multidimensional Baby that could cause laser items to damage Isaac when changing rooms
- Fixed Esau's items becoming dormant when using a revival item that changes character
- Fixed the Forgotten's Brimstone balls not dealing increased damage against enemies affected by Brimstone curse
- Fixed the Forgotten losing his deal chance when losing a bone heart to a curse room door or similar damage sources
- Fixed rotten hearts and broken hearts getting removed from the Forgotten's inactive form when saving and resuming a run
- Fixed Tainted Forgotten's soul and Tainted Lazarus' hologram being able to exceed the movement speed cap
- Fixed Tainted Lazarus' hologram being vulnerable to damage from certain sources
- Fixed a crash caused by using a pill after using The Fool? with Echo Chamber
- Fixed a crash caused by using R Key with Broken Remote
- Fixed a crash caused by too many knives passing through Multidimensional Baby at once
- Fixed rewards from the Suicide King card not being seeded
- Fixed enemy kills in the current room not giving score after using the D10
- Fixed being able to go beyond the intended goal of a daily challenge using the crawlspace out of bounds teleport into the Error room
- Fixed using Forget Me Now while picking up another active item with the Schoolbag causing the other active item to be consumed instead
- Fixed items with variable charge time (such as D Infinity) not always having the expected amount of charge when dropped and picked back up
- Fixed 120 Volt attacking perma-charmed enemies
- Fixed Adrenaline's damage bonus not updating when losing a bone heart from damage
- Fixed a rare case where Vasculitis would spawn a hostile fire when killing a burning enemy
- Fixed Friend Finder allies being duplicated when saving/resuming as Jacob & Esau or Tainted Forgotten
- Fixed win streaks being cleared and not being able to save/resume a run after being revived by Mysterious Paper
- Fixed Bumbino rarely getting teleported to an invalid position after being suplexed
- Fixed Siren attempting to take control of Star of Bethlehem and causing damage from an invisible source
- Fixed Tuff Twins being able to pass through rocks when being pulled by certain item effects
- Fixed Vis Versa's brimstone beam not always using the correct color in challenge rooms
- Fixed an issue with pink champion Haunt's death animation
- Fixed champion Flaming Hoppers not using their proper champion sprites
- Fixed certain champion enemies (such as Globins) not using the correct body color
- Fixed status effect icons not appearing on Meatball, Dark Ball, Rag Man's head and Mega Satan's second phase
- Fixed some items with no passive effect being granted by Lemegeton and Cantripped challenge cards
- Fixed various items not increasing/decreasing range as much as intended
- Fixed Shard of Glass appearing with the Lost's Birthright
- Fixed Guppy's Eye not being in the curse room pool
- Fixed Chaos not including item pools introduced in Repentance (such as the Planetarium)
- Fixed double pennies, nickels and dimes healing Keeper for only half of their intended amount
- Fixed rocket bombs exploding on contact with certain types of projectiles
- Fixed rocket bombs being slowed down when passing through regular bombs
- Fixed Bone Knights receiving more knockback from tears than intended
- Fixed minor issues with certain room layouts
- Fixed not being able to open the Mausoleum door when playing on the ALM1 GHTY seed
- Fixed taking damage when going to the next floor when playing on the D0NT ST0P seed

Modding changes
- Debug overlays no longer attempt to localize item/entity names and will always display them in English
- Added extra safety checks to prevent Bag of Crafting from crashing due to item pools containing invalid entries


[ 2022-11-04 10:18:51 CET ] [ Original post ]

Update 1.7.8a

Repentance 1.7.8a

Changes
- Little Horn now takes reduced damage from his own bombs (this prevents him from killing himself too quickly)
- Little Horn's orange champion variant now uses unique flaming troll bomb sprites and always spawns flaming troll bombs when teleporting around the room
- Updated several room layouts
- Updated localization files

Fixes
- Fixed a bug which prevented scores from being submitted upon winning a daily run
- Fixed missing champion sprites for Rag Man
- Fixed champion Mask of Infamy not using its unique champion sprites
- Fixed champion versions of Chub, Little Horn, Rag Man, Brownie, Peep and the Bloat not using the correct sprites for spawned enemies
- Fixed champion War and Death not using the correct sprites when transitioning to their second phase
- Fixed Lil Loki not counting towards the Conjoined transformation (for real this time!)
- Fixed Clutch's Clickety Clacks not dealing contact damage after being revived
- Fixed reviving as Lazarus resetting his devil deal chance even if red heart damage was taken during the current floor
- Fixed Bethany's unlock condition not working as intended due to Lazarus' new revival mechanic
- Fixed several special room doors not working correctly in the Pay to Play challenge
- Fixed Pay to Play (the item) locking doors that would normally be unlocked (such as the silver treasure room in Greed mode)

Modding changes
- Added missing enums for null items introduced by previous updates


[ 2022-03-25 23:10:31 CET ] [ Original post ]

Update 1.7.8

Repentance 1.7.8

Gameplay changes
- "Something spooky" has appeared in the Ashpit!
- Lazarus now reverts to his normal form when going to the next floor, gaining his extra life back if he lost it
- Lazarus now gains a permanent +.5 damage up each time he turns into his revived form
- Lazarus now only loses up to 1 heart container when turning into his revived form, this cannot bring him below 1 heart container
- Increased the damage multiplier of Lazarus' revived form to 1.4 (from 1.2)
- Reduced the duration of the temporary damage bonus granted by Lazarus' Birthright from 3 minutes to 1, however this bonus is granted every time Lazarus turns into his revived form
- ??? now gets devil deals at a reduced cost and starts with an innate Lil Larva effect (destroying poop spawns 1 blue fly)
- Bleed effects from Moms Razor and Backstabber now deal damage based on how quickly an enemy is moving (faster enemies take more damage). While an enemy bleeds, they leave behind creep that damages other enemies. The effects can now also be applied to bosses.
- Moms Razor now blocks projectiles and can damage bosses
- Camo Undies now grants +.5 speed while cloaked. When uncloaking, all nearby enemies take damage, and Isaac gains a brief tears + damage up
- Lost Fly now deals damage less frequently (7 damage every 7 frames) but forces nearby enemies to target it
- The D12 can now reroll most obstacles, including poop, spikes and fireplaces, and can generate more varied obstacles
- Pay to Play now works on double locked doors, key blocks and chests, and features new sprites for all types of locked doors
- We Need to Go Deeper/Moms Shovel/Ehwaz now feature a secret method to guarantee a crawlspace once per floor and no longer create them based on random chance
- Lil Dumpy is now a follower and automatically produces a Butter Bean fart when an enemy or projectile is about to hit Isaac
- Voodoo Head now improves curse room layouts/rewards
- Book of Sin no longer creates microbatteries (only normal and rarely golden/mega batteries)
- Adjusted the formula used to calculate damage for Libra and the pause menu stat tallies (this results in overall higher damage during Libra runs)
- Reduced the devil price of The Nail, Bloody Lust and Bloody Gust to 1 heart
- Added Little Horn to the devil room pool (it was previously only there in Greed mode)
- Added Guppys Eye to the curse room pool
- Replaced Razor Blade with Blood Rights in the devil room pool
- Replaced Moms Razor with Razor Blade in the curse room pool
- Increased the weight of Blank Card in the shop pool (was previously more rare)
- Bomber Boy now has normal weight/rarity in the bomb bum pool (was previously more rare)
- Toned down the amount of enemies spawned on the first floor of Greed/Greedier mode
- Beggars no longer give Treasure Map, Compass or Contract From Below in Greed mode
- Added thick Odd Mushroom to the treasure room pools in Greed mode
- Added Ball of Bandages to the silver treasure room pool in Greed mode
- Removed Cube of Meat from most Greed mode pools except silver treasure/shop
- Removed Dead Bird and Ouija Board from the devil room pool in Greed mode
- Reduced the appearance rate of the devil room layout with only runes in Greed mode
- Urn of Souls now deals 50% more damage when combined with the Book of Belial via Judas' Birthright
- Significantly increased the durability of Book of Virtues wisps created from Ventricle Razor
- Significantly increased the range and damage of the Brimstone beams from Sulfur wisps
- Devil's Crown no longer affects the mirrored treasure room in Downpour II
- Monster Manual can now grant Gemini and Psy Fly
- Rooms containing pits in the Corpse can no longer be bloody
- The D7 no longer teleports the player when used in certain special rooms (such as Devil rooms)
- Red champion Monstro II now has faster attacks, but also slightly reduced health
- Added unique champion sprites for bosses
- Added visual and audio feedback for Backstabbers effect
- Updated Onans Streak to require Judas and It Lives be unlocked first
- Added more new room layouts
- Updated various item qualities
- Updated localization files

Fixes
- Fixed some characters in the item description font (such as b and d) not displaying correctly since last update
- Fixed some missing shading in the Horny Boys' boss portrait
- Fixed Bag of Crafting being able to craft locked items using fixed recipes
- Fixed Bag Lunch and Wish Bone causing strange behavior with pickups for the rest of the run after triggering (such as infinitely duplicating items from Damocles)
- Fixed Devil rooms not spawning in the Shop floor in Greed mode if the Womb wasn't unlocked first
- Fixed co-op ghosts being able to take damage from certain sources
- Fixed a rare crash caused by floor generation in the Red Redemption challenge
- Fixed Astral Projection causing a crash when triggering in a room containing rain
- Fixed Clickety Clacks becoming white champions, which could result in a softlock
- Fixed a softlock when throwing Tainted Forgotten into the special minecart in Mines II right after entering the room
- Fixed Tainted Forgotten getting extra plays on devil beggars during damage iframes
- Fixed the sound of Tainted Forgotten hitting the ground playing when thrown into a trapdoor
- Fixed the Book of Belial not increasing devil deal chance when held by Judas with Birthright
- Fixed Satan sometimes becoming invulnerable during his second phase when under the effects of I'm Excited
- Fixed not being able to shoot during the Kidney Stone barrage effect with Chocolate Milk
- Fixed Neptunus and Chocolate Milk preventing the charge bar from completely filling up
- Fixed Head of Krampus dealing 19 ticks of damage instead of 20
- Fixed Brimstone+Anti Gravity+Soy Milk not working as intended
- Fixed Pyromaniac being more rare than intended
- Fixed various minor issues with certain room layouts
- Fixed Mother's Shadow's chase track not looping correctly
- Fixed the door to the minecart room in Mines II taking longer to open than intended after successfully escaping Mother's Shadow
- Fixed Colostomia sometimes staying invulnerable for longer than intended during the transition to her second phase
- Fixed Reverse Justice card removing an item from the current pool for every chest spawned
- Fixed rocket bombs exploding on contact with perma-charmed enemies
- Fixed a softlock caused by falling into a pitfall while Mega Mush is active
- Fixed Sumptorium sometimes not being able to recall all clots when playing as Tainted Eve
- Fixed Black Hole not destroying Fools Gold rocks
- Fixed various issues caused by the D7 in Home

Modding changes
- The full list of changes can be found at https://pastebin.com/raw/zDPhHUW2


[ 2022-03-22 00:35:08 CET ] [ Original post ]

Update 1.7.7a

Repentance v1.7.7a

Localization
- Fixed some achievements being rendered incorrectly when the language is set to Russian

Modding changes
- Added a placeholder collection sprite for modded items that do not provide one
- Fixed Lemegeton wisps not being rendered properly for modded items
- Fixed costumeSuffix attribute not working as intended when assigned to Isaac
- "goto" command now accepts "default" as a room type when trying to warp to a special room


[ 2021-12-06 20:41:02 CET ] [ Original post ]

Update 1.7.7

Repentance 1.7.7

Gameplay changes
- Added more new room layouts
- Tainted Cain can now pick up items normally in the Genesis room
- Strawman, Found Soul, Soul of the Forgotten and Soul of Jacob and Esau now always match their speed to their owner's
- Reduced the cooldown of Yuck Heart to 4 (from 6)
- Technology 2 now works with any familiar that replicates the player's attack (i.e. Incubus)
- Isaac's Heart now grants its effects to Tainted Forgotten's soul instead of Tainted Forgotten himself
- Ipecac + Hemoptysis no longer deals damage to players
- Wiggle Worm's tears up now scales with trinket multipliers
- Hook Worm, Ring Worm and Ouroboros Worm now grant a tears up similarly to Wiggle Worm
- The D1 no longer creates exact copies of pickups (i.e. duplicating a card may spawn a different card)
- Echo Chamber now only copies the last 3 cards/pills used
- C Section + Technology shots now only have a luck based chance to replicate themselves when combined with Explosivo, Sinus Infection or Mucormycosis to prevent infinite loops
- Tainted Moles can no longer be champions
- Increased the armor strength of Tainted Round Worm to 30 (from 12)
- Reduced the health of Tainted Mulligan to 100 (from 120)
- Reduced the health of Flesh Death Head to 30 (from 50)
- Added Dead Tooth and Monstro's Tooth to Bumbino's special drop pool
- The creep pool spawned by Free Lemonade now deals more damage and lasts twice as long
- Updated the sprite of Magic Fingers
- Updated a few item qualities
- Updated localization files

Fixes
- Fixed Tainted Lazarus' hologram taking damage from the lava in the Beast fight
- Fixed Tainted Lazarus' hologram being affected by poison clouds and Dogma's Godhead shots
- Fixed Tainted Lazarus not being able to shoot after flipping while Dark Arts is active
- Fixed Tainted Keeper still getting less coins than intended in from killing enemies in Greed mode if he left the starting room at any point during the current floor
- Fixed Tainted Forgotten not being able to throw his body if blindfolded with a charged attack (such as Chocolate Milk or Cursed Eye)
- Fixed a crash caused by recalling clots as Tainted Eve while moving between rooms
- Fixed a crash caused by using Hemoptysis right as the effects of Berserk end
- Fixed a crash caused by Lil Portal picking up a heart that spawned as part of a devil room
- Fixed secret shops and angel shops not generating in the Red Redemption challenge, crashing the game if entered
- Fixed Eden's Blessing applying to newly created players during the current run (such as Strawman or Tainted Lazarus' hologram)
- Fixed Temporary Tattoo, Old Capacitor, Nuh Uh!, Crystal Key and Karma appearing in Greed mode
- Fixed C Section, Mom's Knife, Brimstone and Monstro's Lung not working at 30 tear rate or above
- Fixed Cursed Eye not working at 60 tear rate or above
- Fixed Neptunus + Chocolate Milk not firing any tears at 30 tear rate or above
- Fixed red chests in the Genesis room still teleporting the player to the Devil room
- Fixed the aura of Censer and Succubus not rendering correctly when held by Tainted Lazarus' hologram
- Fixed Lost Soul taking damage from lasers fired by friendly enemies
- Fixed the Visage getting stuck in its first phase if the chain is broken by Uranus or Freezer Baby
- Fixed the Boomerang being able to push stalactites around in the Beast fight
- Fixed bouncy lasers from the pink champion version of the Haunt having a flickering effect
- Fixed the Duke of Flies setting off explosive gas when summoning flies
- Fixed BFFs not affecting Finger
- Fixed Tainted Lazarus' inactive form spawning its familiars if the key pieces or knife pieces are consumed while shared between the two
- Fixed Tainted Lazarus sometimes causing a crash when flipping with the Mom transformation
- Fixed flipped items sometimes not granting health or consumables
- Fixed bosses taking less damage when non co-op players are present (such as Strawman, Found Soul, Soul of the Forgotten and Soul of Jacob and Esau) or when playing as Tainted Forgotten
- Fixed Lemegeton causing a crash if any non orbiting wisps are present (such as How To Jump)
- Fixed Tainted Forgotten getting two copies of the Dogma item when entering the Beast fight
- Fixed freezing the Bony spawned by the Forsaken preventing it from reappearing and doing its Brimstone attack
- Fixed the Stairway spawning in an inaccessible position in some Greed mode starting room layouts
- Fixed familiars not storing their RNG seed properly when saved and restored (this could cause bag familiars to keep dropping the same reward as Tainted Lazarus)
- Fixed active items sometimes getting lost as Tainted Lazarus when both forms holds two copies of the same active item
- Fixed Trisagion shots always facing right when combined with Anti-Gravity
- Fixed Genesis, Joker and Reverse Emperor not teleporting the player to the correct room when used in the mirror dimension or the Death Certificate area
- Fixed rocket bombs colliding with tears and other bombs
- Fixed Blood Clot, Chemical Peel and Stye not working correctly on Incubus and similar familiars
- Fixed troll bombs spawned as part of certain room layouts being turned into poop pickups when playing as Tainted ???
- Fixed Guppy's Eye causing content previews to briefly appear in room layouts containing buttons set to spawn chests or sacks when pressed
- Fixed Guppy's Eye not working in crawlspaces
- Fixed Soul of Lazarus not being removed upon revival when held by Esau
- Fixed some lights not rendering properly since 1.7.5 (this was particularly notable with Night Light)
- Fixed glitch items not being removable by victory laps
- Fixed another issue which caused Lachryphagy tears to accumulate more damage than intended
- Fixed C Section + Pop! or Lachryphagy causing fetuses to never hit the ground
- Fixed a rare crash caused by using Rotten Tomato against Mask of Infamy
- Fixed hearts staying visible in the HUD after turning into the Lost in the middle of a run
- Fixed damage inflicted by the Greed Mode button not counting as self inflicted damage
- Fixed extra items spawning when saving and resuming a run while in the Genesis room

Modding changes
- The full list of changes can be found here: https://pastebin.com/raw/6znUaNp7


[ 2021-12-03 23:50:52 CET ] [ Original post ]

Update 1.7.6

Repentance 1.7.6

Gameplay changes
- Reduced the cooldown of Placebo with stat upgrades, Pretty Fly and Experimental Pill
- The Lost's hearts are now hidden again (Holy Mantle indicator is still visible)
- Enemies are no longer guaranteed to drop coins when encountered in a previously visited room as Tainted Keeper
- Glyph of Balance no longer drops soul hearts when playing as the Lost
- Glyph of Balance can now drop soul hearts, red hearts as Bethany, Tainted Bethany if they need any
- Glyph of Balance can now drop poop pickups as Tainted ??? if he needs any
- Esau Jr. now preserves quest items (such as the Polaroid and the Negative)
- Added Red Stew to the Ultra Secret Room pool
- Added even more new room layouts
- Updated a few item qualities
- Updated localization files

Fixes
- Fixed The Marathon achievement not usually unlocking (dailies completed before this update may not count)
- Fixed the daily exit confirmation popup not rendering correctly in the Chinese translation
- Fixed the Continue option becoming unavailable when switching languages while mods are enabled
- Fixed Tainted Judas' birthright not working as intended
- Fixed Tainted Cain being able to take fatal devil deals without dying (again)
- Fixed Tainted Cain not being able to pick up items normally in the Death Certificate area
- Fixed victory lap popup displaying the wrong message
- Fixed the victory lap HUD icon clipping into the stat display
- Fixed lava pits not refreshing properly if the game window was resized
- 20/20 now decreases the damage given by Polyphemus similarly to other tear multipliers (this is still very strong since it cancels the firerate decrease from Polyphemus)
- Fixed 20/20 not increasing Keeper and Tainted Keeper's firerate
- Fixed Tainted Keeper getting less coins than intended from enemies in Greed mode
- Fixed Telescope Lens and Door Stop appearing in Greed mode
- Fixed Butter! having a 100% chance to drop passive items on damage taken
- Fixed Butter! being able to drop active items on damage taken
- Red chests can no longer teleport the player to the Devil/Angel room while in the Genesis room
- Fixed Dark Esau not blocking enemy projectiles when not charging
- Fixed Dark Esau preventing white champion enemies from losing their invulnerability
- Fixed Esau Jr. removing Dark Esau when used as Tainted Jacob
- Fixed Tainted Lazarus' charge bar being visible in water reflections
- Fixed Tainted Lilith's birthright preventing her from opening the flesh door in Mausoleum II
- Fixed Dogma (item) giving hearts every time it is dropped and picked back up
- Fixed Mom's Ring spawning a rune every time it is dropped and picked back up
- Fixed Magic Mushroom and Leo granting the Stompy! transformation when repeatedly dropped and picked back up
- Fixed a Dross room that could have the right side entrance blocked by rocks
- Fixed a Depths room that could have Brains behind rocks
- Fixed a Cathedral room that could have Polties appear on top of entrances
- Fixed a Flooded Caves boss wave in Greed mode sometimes causing a crash
- Fixed a crash caused by an Im Excited! pill activating in a room with rain effects
- Fixed Expansion Pack rarely preventing the player from attacking
- Fixed not being able to go to Sheol after having used Genesis
- Fixed Genesis turning other characters into Isaac after having used Esau Jr
- Fixed ultra secret rooms very rarely generating in impossible locations, causing a softlock when teleported to via the Moon? card
- Fixed white fire rooms in Downpour and special button rooms in the Mines rarely generating connected to special rooms
- Fixed Decap Attack causing the head to hover endlessly over the player's body if recalled before the head hits the ground
- Fixed Trisagion lasers getting stuck when spawned by item interactions that create large amounts of tears
- Fixed a rare freeze caused by Trisagion + Continuum
- Fixed C Section synergies with melee weapons creating more fetuses (causing loops/crashes)
- Fixed a crash caused by picking up Strawman after Money = Power
- Fixed Shiny Rock not doing anything
- Fixed Dice Bag causing the Whore of Babylon popup to appear whenever it gives a temporary dice item if the player has Whore of Babylon and is at low health
- Fixed Panic Button triggering on white fires
- Fixed quest items being disabled when the player carrying them dies in co-op
- Fixed Best Friend + Brimstone Bombs damaging the player
- Fixed C Section + Technology sometimes causing self damage when fired by familiars (such as Incubus and Twisted Pair)
- Fixed Dr. Fetus/Epic Fetus + poison effects spawning harmful poison clouds when fired by familiars
- Fixed the light emanating from Dogma's TV not rendering correctly

Modding changes
- The full list of changes can be found here: https://pastebin.com/raw/4vq51P4P


[ 2021-11-17 03:02:20 CET ] [ Original post ]

Update v1.7.5 (LOCALIZATIONS AND MORE)

Repentance v1.7.5

Localization:
- The game has been updated with partial support for the following languages: Japanese, Korean, Spanish, German, Russian and Simplified Chinese.
- Please note that these language patches are still incomplete and subject to change. If you see something that appears to be worded incorrectly, or if you encounter a bug related to the language patch, please email the details to isaac@nicalis.com. Your feedback is greatly appreciated!

Additions:
- Added 3 new items to the boss and chest pools: Glass Eye, Stye and Mom's Ring
- C Section is now functional and obtainable after being unlocked
- Bag of Crafting, Flip, and Sumptorium can now be found by all characters after being unlocked
- Added a Birthright effect to all the characters that were missing one
- Added a description to every Tainted character that was missing one in the character selection menu
- Added new level transition/VS screen graphics for Tainted Eden
- Added minimap icons for Tainted ???'s poop pickups
- Added unique starting room graphics for every character
- Added 200+ new room layouts

Visual changes:
- The Lost's health is now visible in the HUD
- Holy Mantle is now visible next to the player's hearts in the HUD when active
- Updated sprites for Tainted Lazarus
- Updated sprites for The Thing, Null, Begotten, Evil Twin, Clot, Blue Boil and Dukie
- Updated sprite for Converter
- Fixed The Visage's attacks to use a consistent red color scheme
- Added unique item costumes to Tainted Lilith's fetus
- Slightly tweaked the color of the Womb to be easier on the eyes
- Updated graphics for ???'s only friend and Big Fan to be more consistent with Boom Flies and other variants
- Techstone (Tech+Brimstone) lasers now have a large and giant variant similar to Brimstone lasers

Gameplay changes:
- Tainted Azazel's beam now has a reduced duration unless he holds Brimstone
- Tainted Azazel now sneezes automatically when charging instead of when releasing a partial charge
- Hitting enemies with Tainted Azazel's sneeze cuts the remaining charge time in half
- Hitting enemies with Tainted Azazel's sneeze inflicts them with a Brimstone Curse which makes them more vulnerable to Brimstone attacks and causes them to explode when killed by Brimstone
- Tainted Eve's clots are no longer lost when recalled by Sumptorium if she has full health, instead they will drop to the ground next to her
- Tainted Eve's clots now start with 15 HP when spawned and slowly decay down to 1 HP (5 HP for non-red hearts)
- When playing as Tainted Lazarus, all items that spawn as part of a room layout (such as a treasure room or a shop) now have an alternate form which can be accessed using Flip, even after they have been picked up
- Tainted Eden no longer rerolls on self inflicted damage (such as blood donations and curse rooms)
- Tainted Eden no longer rerolls on fatal damage
- Updated Tainted Cain's recipe system to allow golden pennies, golden pills, golden batteries and poop pickups
- Tainted Cain's crafting recipes are now slightly more consistent (high quality pickups are more likely to yield high quality items)
- Most of Tainted Cain's crafting recipes are now generated based on the seed of the current run, aside from a few fixed recipes
- Tainted Forgotten is now thrown by releasing the attack buttons if picked up while charging an attack
- Bag of Crafting now yields a random item instead of Breakfast when its result would normally be an item that hasn't been unlocked yet
- Bag of Crafting can now purchase pickups on sale in a shop
- Tainted Lilith's fetus now automatically aims at nearby enemies
- Tainted Jacob can now pick up health when in ghost form (this does not prevent him from dying in one hit)
- Tainted Jacob now gets more invincibility frames after being hit by Dark Esau
- Tainted Jacob no longer turns into his ghost form if hit by Dark Esau while invulnerable
- Dark Esau is now invulnerable and no longer blocks tears and bombs, but blocks enemy projectiles instead
- Dark Esau now always charges towards the player instead of being locked to 8 directions
- Dark Esau now attempts to keep a minimum distance from the player when not charging
- Dark Esau's charge now ignores boss armor
- Using Anima Sola in a room with no enemies as Tainted Jacob now immediately summons Dark Esau
- Updated the list of items Tainted Lost/Birthright Lost can find (fixes being able to find Yuck Heart, or not being able to find Holy Water)
- Donation machines now explode upon being bombed. Most donation progress is retained, but the machines do not reappear for the remainder of the run.
- Restock machines can now uncommonly appear in shops (for real this time)
- Rocket in a Jar now aims purely based on the player's aim direction (normal bombs are placed if the player is not attacking)
- Piercing Dr. Fetus bombs now inflict contact damage when passing through enemies
- Dr. Fetus + Rocket in a Jar + Polyphemus now fires piercing rockets that can explode twice
- Moms Knife now synergizes with Technology and Tech X (similar to the Forgottens thrown bone)
- Trisagion shots now trigger on-hit effects only when touching enemies or obstacles
- The Bean and most fart sources now push enemies, bombs and pickups
- Reduced the volume of farts from Jupiter
- Picking up items granted by Satanic Bible now counts as taking a devil deal (disabling future angel rooms)
- Devil deals costing 1 heart and 2 soul hearts can now be taken if the player only has 1 heart container and no soul hearts
- Devil deals can now be taken for free when under the Lost's curse (obtained by touching a white fire place or using Soul of the Lost), however this will cause other purchasable items in the room to disappear
- Glass Cannon no longer breaks on self inflicted damage (such as blood donations and curse rooms)
- Increased invincibility frames from Holy Mantle to 1 second (from 0.5)
- IBS now behaves like a charged attack similar to Kidney Stone, but does not prevent the player from attacking when fully charged
- Golden Troll Bombs now explode less often when coming in contact with the Beast
- Notched Axe now consumes a soul charge per swing as Bethany after running out of durability (charges only get consumed if the swing hits an enemy or destroys something)
- Notched Axe now creates bridges when breaking rocks next to pits
- 'M now rerolls Notched Axe when it runs out of durability
- Increased the price of higher tier items in Angel shops from 15 to 30
- Reduced the price of Lil Brimstone and Lil Abaddon to 1 heart
- Devil rooms are now more likely to have items for sale
- Capped the proc rate of Ghost Pepper and Bird's Eye to 50% (holding both removes the cap)
- Removed a redundant range increase granted by Sacred Heart and Godhead (this was originally needed to counteract the shot speed decrease)
- Converter now has 3 room cooldown
- The Hermit? now converts sacks into 7 pennies
- Treasure rooms can now be encountered in the Seeing Double challenge
- Mama Mega now has a more intuitive interaction with golden bombs: using it will now consume a golden bomb if the player has one, allowing it to be used again
- Suplex now scales in damage and area of effect with the player's size
- Blood Puppy will no longer try to attack the player when they are unable to move
- Mirrors can no longer be broken by tear effects (such as Sulfuric Acid and Terra)
- Anima Sola can now chain up to two targets if the player has Car Battery, if only one valid target is present it will be chained for twice the duration
- Challenge trophies and giant chests now spawn with a pickup cooldown to prevent accidentally ending a run
- Pop tears will now start falling to the ground after bouncing off each other 8 times
- Lemegeton now spawns item wisps from randomized pools (Treasure, Boss and Shop pool), with a 25% chance to pick the same pool as the current room
- Rebalanced the cooldown of Blank Card, Placebo and Clear Rune with certain effects
- Bombs can now be suplexed
- Little Baggy no longer affects pocket items that are neither pills nor cards (such as runes)
- Heartbreak can no longer kill the player on pickup
- Reviving after dying from having 100% broken hearts now removes 1 broken heart to prevent situations where the player would be still alive despite having no health
- Dark Arts now only grants its temporary damage buff to Dark Judas and Tainted Judas
- Damage buff granted by Dark Arts now decays faster the higher it is, but no longer decays while Dark Arts is active
- Binge Eater now gives -0.03 speed per food item held
- Binge Eater + Breakfast now increases range and shot speed (instead of range and speed)
- Binge Eater + Dessert now increases damage and shot speed (instead of damage and speed)
- Reduced the size of Lost Souls hitsphere
- Sigil of Baphomet no longer triggers from stalagmites being destroyed in the Beast fight
- Expansion Pack can no longer trigger Metronome or D Infinity
- Metronome can no longer trigger Clicker or R Key
- Metronome now has a reduced chance to trigger Genesis and Death Certificate
- Fully charged Azazel's Rage now fires when clearing a challenge room or Greed Mode wave
- Updated Boom Flies and other variants to use stage HP (this results in them having less HP before the Caves and more HP after)
- Rebalanced the quality value of several items
- Rebalanced various wisps from Book of Virtues
- Updated Singes boss room layouts to have less rocks
- Champion bosses that spawn with a copy of themselves now spawn with a fixed offset (this should prevent unavoidable damage upon entering a room)
- Pink champion Cage is now smaller for consistency with other duplicating champion bosses
- Hush's sky lasers are now affected by time scale modifiers (i.e. Hourglass)
- Mama Mega can now cause the Broken Shovel to fall down in Basement 1
- Twisted Pair now interacts correctly with Friendship Necklace
- Monster Manual can now grant Twisted Pair
- Sacrificial Altar can now grant Vengeful Spirit, Hungry Soul and Blood Puppy
- Cube Baby can now be picked up and thrown using Mom's Bracelet
- Psy Fly now enters a brief cooldown period after reflecting a certain number of projectiles (it's still really good don't worry)
- Guppy's Eye now displays the contents of Shopkeepers
- Pulsing red champions now only heal enemies that are on the same team as them (perma-charmed enemies will only heal other perma-charmed enemies)
- Morningstars can now sometimes spawn with an alternate facial expression
- The Mausoleum can now be entered for free when under the Lost's curse
- Bad Trip and Health Down can no longer be obtained from pills when under the Lost's curse
- Golden hearts now only break from taking damage, or when the player no longer has enough hearts to fit all of them
- Heart container overflow is now tracked for the purpose of full rerolls, this prevents unfair loss of heart containers when rerolling HP up items away (especially with Keeper)
- 20/20 no longer adds an extra shot when combined with the Inner Eye or Mutant Spider, instead cancels out the firerate decrease they grant (extra copies of 20/20 add 1 extra shot per copy)
- Mega Mush now grants more invincibility frames after its effect expires
- Spirit Shackles now grants more invincibility frames after revival
- The random item effect granted by Modeling Clay is now seeded per room
- Abaddon can no longer kill the player if they have Alabaster Box
- Spelunker Hat and Host Hat now block projectiles falling from above
- Spelunker Hat now reveals rooms up to 2 rooms away
- Increased the aura damage of Godhead tears from 1.05 to 2
- Haemolacria + Dr. Fetus tears now split in a more visually satisfying way
- Vis no longer has a random chance to turn into Double Vis, except in Utero
- Boom Flies no longer have a random chance to turn into Red Boom Flies until Caves 1
- Doples no longer have a chance to turn into Evil Twins
- Dr. Fetus + Monstro's Lung now fires a more random looking barrage of bombs with a shorter fuse time
- Super Secret Rooms with hearts now more consistently force specific heart types when spawning hearts using cards/items
- Ultra Secret Rooms now have an item pool unique to them instead of using the Angel room pool
- Replaced the Mitre with Hallowed Ground in the Greed mode Angel room pool
- Updated the Greed mode Secret Room and Curse Room pools to have actual items instead of only Cube of Meat
- Tammy's Head can now be found in the treasure room pool
- Pyromaniac now has normal weight/rarity
- Glyph of Balance no longer causes soul hearts to drop when playing as the Lost
- Rebalanced payout chances from Sanguine Bond, stepping on the spikes now counts as intentional self damage (no damage penalties)
- The Stars? no longer attempts to remove starting items
- Curse of the Tower no longer triggers on damage taken from blood donation machines and devil beggars (but still triggers on other forms of intentional self damage such as IV Bag)
- Curse of the Lost can no longer be encountered in the Red Redemption challenge
- Losing flight now temporarily grants the Bible effect for the current room if the lack of flight would cause the player to be stuck otherwise
- Tainted Lazarus now respawns as himself when revived by Lazarus' Rags
- Tainted ??? now respawns as himself when revived by the Ankh or Broken Ankh
- Tainted Judas now respawns as himself when revived by Judas' Shadow
- Ipecac, Haemolacria and Monstro's Lung tears now have a less extreme arc when fired in a crawlspace or in the Beast fight
- Dad's Note can no longer be rerolled by 4-pip dice rooms and Spindown Dice

Fixes:
- Fixed a bug causing crawlspaces to always lead to the Error room even when they should lead to a black market
- Fixed TMTRAINER replacing important progression items
- Fixed Soul Locket not granting stat ups when picking up soul hearts as the Lost
- Fixed Dream Catcher showing incorrect items and bosses on certain levels (such as Greed Mode levels and the Void)
- Fixed Decap Attack being usable while Isaac's head is in mid air
- Fixed Recall causing the Forgotten's body to hover in the air with Car Battery
- Fixed an exploit with the Forgotten which allowed taking infinite items from the Death Certificate area
- Fixed Lil Abaddon not scaling with BFFs
- Fixed Brimstone dealing one less damage tick than intended
- Fixed several orbitals doing less contact damage than intended
- Fixed invisible mirrors and devil room doors which could appear along walls where a door should not be present
- Fixed Ludovico tears periodically getting destroyed in sidescrolling sections
- Fixed red chests forcing the devil room to be initialized when opened, regardless of whether they contain a teleport to the devil room or not (this sometimes caused angel rooms not to generate properly)
- Fixed treasure rooms in the mirror dimension counting as treasure rooms for the purpose of calculating Planetarium spawning chance
- Fixed battery bums not giving charges to Tainted Forgotten when touched by his soul
- Fixed battery bums not being able to recharge Book of Virtues
- Fixed Luna light beams granting their stat bonus to the wrong character when playing as Tainted Forgotten
- Fixed The Emperor? being able to create final boss fights when used in Caves II or Depths II (or equivalent floors)
- Fixed The Emperor? creating a bugged Monstro fight when used in Gehenna and the Blue Womb
- Fixed Genesis giving a lot more items than intended when multiple copies of the same items are owned
- Fixed Genesis giving less items than intended when used by characters with multiple bodies (such as Jacob and Esau)
- Fixed Genesis duplicating starting items from challenges and not removing Damocles and Missing No
- Fixed Vanishing Twin not working correctly when fighting Great Gideon
- Fixed the bottom right corner of closet rooms having no collision (this could rarely result in entities getting stuck there)
- Fixed Star of Bethlehem crashing the game in challenge runs ending at Mega Satan
- Fixed wisps spawned by Book of Virtues + Fortune Cookie not updating the player's luck stat
- Fixed Urn of Souls spawning wisps when opened or closed with Book of Virtues
- Fixed Guppy's Paw, Potato Peeler and Sharp Key generating wisps for free with Book of Virtues
- Fixed Dull Razor killing the player when used under the Lost's curse (white fire/Soul of the Lost)
- Fixed Dr. Fetus + Marked + Eye of the Occult not moving fired bombs towards the crosshair
- Fixed Dr. Fetus + Rocket in a Jar always throwing rockets to the right when playing as the Forgotten
- Fixed Dead Cat always setting the player's max HP to 1 even after being dropped and picked back up (this mainly affected Tainted Eden and Tainted Isaac)
- Fixed several bugs related to rotten hearts with Tainted Magdalene
- Fixed Haemolacria not working with the Forgotten's bone and similar melee attacks
- Fixed rockets fired by Dr. Fetus + Rocket in a Jar not flying in the correct direction after passing through Angelic Prism
- Fixed Dr. Fetus bombs being able to knock each other around after passing through Angelic Prism
- Fixed a softlock caused by jumping down a trapdoor with Mega Mush while having flight
- Fixed Dark Arts affecting friendly enemies and projectiles
- Fixed speed upgrades being only half as effective on Tainted Forgotten
- Fixed Tainted Forgotten immediately dying upon being revived as a different character
- Fixed ???'s birthright doubling HP downs
- Fixed an infinite loop caused by Haemolacria + Sad Bombs + Dr. Fetus
- Fixed the full screen effect from Dogma's death animation not going away if the player teleports out of the room before the animation finishes
- Fixed familiars not firing towards the crosshair when the player has Eye of the Occult and Technology/Brimstone
- Fixed Clicker not spawning/removing Tainted Forgotten's Soul
- Fixed a crash caused by becoming Tainted Isaac with Clicker
- Fixed not being able to Flip when becoming Tainted Lazarus with Clicker
- Fixed Butter spawning extra items with Damocles
- Fixed items dropped by Butter being affected by auto-rerolling abilities such as Glitched Crown
- Fixed Guppy's Eye sometimes leaving item previews behind when a chest or sack gets removed
- Fixed Dead Eye not working correctly with the Forgotten's bone
- Fixed daily runs featuring the Forgotten, Bethany or Jacob and Esau briefly displaying Apollyon as the starting character during the loading screen
- Fixed not being able to consume an item with Void right after picking it up from a pedestal if certain active items were previously consumed (such as Smelter)
- Fixed Tractor Beam getting visually cut off too early when hitting the top wall of the room
- Fixed Esau Jr causing instant death when used as the Lost
- Fixed a crash caused by certain items interacting with Mom's Knife + Tiny Planet
- Fixed I Found Pills using the wrong graphics when obtained with any skin color other than Isaac's default color
- Fixed Jacob and Esaus stats clipping into the Hard/Greed mode icons
- Fixed Tainted Azazel's Brimstone beam not becoming stronger when picking up Brimstone
- Fixed being able to extend the duration of Berserk indefinitely by taking damage while having no health
- Fixed The Fool? rarely removing all of the player's hearts
- Fixed The Empress? removing all but half of a heart when the effect expires for certain characters
- Fixed several indestructible enemies missing the "noreroll" tag
- Fixed Rotten Gapers not having a looping idle head animation
- Fixed a rare case where Delirium's death animation would never end, softlocking the game
- Fixed Gnawed Leaf statue visual having a slightly oddly shaped head
- Fixed Dr Fetus and Epic Fetus costumes using outdated graphics when given to Dark Judas
- Fixed a crash caused by Purgatory when the owner of a Purgatory ghost stops existing before it explodes
- Fixed Lil Conquest spawning locusts way more often than intended
- Fixed the Forgotten's bone not being duplicated properly by Multidimensional Baby and Angelic Prism
- Fixed straight lasers not respecting their range when damaging grid entities (this caused Technology Zero and Extension Cord to destroy distant poops or TNT from a distance without actually touching them)
- Fixed Mother not stopping her looping sounds when teleporting out of the boss room
- Fixed Dark Esau getting instantly killed by bosses that kill all spawned enemies on death (such as Mom's Heart)
- Fixed Dark Esau preventing Mega Satan from progressing to his next phase
- Fixed Hush sometimes spawning projectiles after dying
- Fixed Tainted Boom Flies dying without exploding if killed while poisoned or burning
- Fixed Ultra Greed's boss armor not resetting properly after spinning or guarding
- Fixed item pedestals in boss rooms always containing multiple items in co-op, even if the pedestal wasn't spawned as a room clear reward (i.e. Moving Box, Mystery Gift, or any item that can spawn item pedestals)
- Fixed Tainted Lazarus not always being able to open the special door in Depths 2
- Fixed Tainted ??? being able to donate infinite bombs to bomb beggars if he somehow manages to obtain bombs
- Fixed Tainted Jacob's co-op ghost turning into a glitched Isaac head when going to the next floor
- Fixed Tainted Eden not having a randomized haircut
- Fixed being able to delete any enemy or boss by holding them with Suplex right before the effect of Berserk runs out
- Fixed a few exploits which allowed Found Soul's death to be bypassed
- Fixed How To Jump preventing the player from attacking until they hit the ground
- Fixed dying as Jacob and Esau in co-op not triggering a game over
- Fixed co-op ghosts dealing much less damage than intended
- Fixed some teleport animations in co-op causing the player to become permanently non-solid if interrupted by another player leaving the room
- Fixed the Forgotten being able to collect pickups as a co-op ghost by using his bone
- Fixed items not being given back properly when entering and leaving an abandoned mineshaft as a co-op ghost
- Fixed Tainted Bethany rarely losing Lemegeton when a Polydactyly wisp is destroyed
- Fixed full rerolls removing Holy Mantle shields and preventing Dark Esau from spawning for the rest of the floor
- Fixed multi-shot Ludovico tears crashing the game when removed by weapon modifiers such as Mom's Knife or Brimstone
- Fixed crawlspaces not being colored properly during the Ascent
- Fixed a few rare crashes caused by too many lasers being on screen
- Fixed Lachryphagy tears sometimes accumulating much more damage than intended
- Fixed Chub, C.H.A.D and Carrion Queen segments detaching in Greed mode
- Fixed certain boss fights spawning hearts and stopping the music prematurely, such as Matriarch or Delirium
- Fixed Tarot Cloth quadrupling the effect of The Hierophant?, The Lovers? and Temperance? instead of simply doubling it
- Fixed stat bonuses from Redemption, Candy Heart and Soul Locket not being retained when saving and resuming a run
- Fixed Tainted Lilith's fetus getting duplicated when saving and resuming a run
- Fixed Tainted Lilith's umbilical cord sometimes rendering behind her body when facing left or right
- Fixed way too many issues with Esau Jr
- Fixed a softlock caused by killing Chimera's body while it is picking up its head
- Fixed Alabaster Box absorbing the black hearts granted by Judas' Shadow, potentially causing death
- Fixed Lemegeton being able to give the Bible when holding the Rosary
- Fixed a potential softlock when using The Moon? to teleport into an ultra secret room connected to a regular secret room
- Fixed lock blocks being breakable by Notched Axe, Sulfuric Acid, and other rock breaking effects (they are supposed to be breakable only by bombs + Broken Padlock)
- Fixed extra copies of Dark Esau not disappearing when going to the next floor in the Red Redemption challenge
- Fixed a crash caused by Esau gaining Birthright when using Soul of Jacob and Esau
- Fixed helpers spawned by Soul of the Forgotten and Soul of Jacob and Esau being able to touch ending chests, softlocking the game
- Fixed Tainted Cain being able to go down to 0 hearts from taking devil deals without dying
- Fixed the Exorcist having an unobtainable Bestiary entry
- Fixed the wrong portrait showing if the player is killed by Scourges tendrils
- Fixed a hitsphere from Scourges tendrils lingering if Scourge is killed during certain attacks
- Fixed a crash caused by some of Mothers attacks being destroyed/deflected
- Fixed thrown haunted chests causing damage when Spirit Sword hits them

Modding changes and fixes:
- The full list of changes can be seen at https://pastebin.com/84zs35AU


[ 2021-11-11 00:35:57 CET ] [ Original post ]

MEGA ISAAS MERCH!

THEFOURSOULS.COM

as some of you know we launched a Binding of Isaac kickstarter campaign last night and it has already eclipsed the previous one by nearly 1m dollars... in 24 hours! this kickstarter is going to be insane and i have sooo many cool things to unlock and for you guys to do along the way to unlock even more stuff.

so far we have unlocked 2 warp zone packs from other games ( The End is Nigh, Spelunky and Gish ) and are working on unlocking a new pack on twitter today ( https://twitter.com/edmundmcmillen ) ill add images of the cards at the bottom of the post.

i know a lot of you aren't interested in the card game, and for you we have added the ability to pledge 1$ and gain access to all merch items! we have apparel, plush dolls, figure sets and many many more ( also tons more to come as well ) so please check it out, last time we did this it didnt reach as many people and isaac fans got screwed after the fact by scalpers on ebay ( the original gold box is still selling for 250$ on ebay) so if you are on the fence you have till the 1st of july.. but if you act now...

ALL BACKERS WHO BACK IN THE NEXT 14 hours! get a free Tained Isaac Figurine for any order $35 and above!



dont miss out! thefoursouls.com

and if you are wondering how the binding of isaac: four souls plays, here is a how to play video!

https://www.youtube.com/watch?v=ya2iujUGP-E&t=9s[previewyoutube=ya2iujUGP-E;full][/previewyoutube]









[ 2021-06-02 19:20:46 CET ] [ Original post ]

Update v4.0.4 (MODS BACK)

General fixes:
-Vengeful Spirit deals a lot more contact damage, before it was dealing much less than intended
-hostile enemies spawned glitch items no longer deal instant damage, so the player gets a small amount of time to get away from them
- Fixed Vanishing Twin being able to turn into Dark Esau
- Fixed Locust of War + Brimstone Bombs being able to damage the player when spawned by Cricket Leg
- Fixed a bug which caused the first two floors of the alternate path to always share the same variant, making it impossible to see both Downpour and Dross in the same run

General modding changes:
- Mods are now stored in a "mods" folder in the same directory as the rest of the game files
- This directory can be easily accessed by right clicking The Binding of Isaac: Rebirth in the Steam library, then clicking on "Properties", "Local Files", and finally "Browse..."
- Mod save data is now stored separately in a "data" folder, meaning that updating or unsubscribing from a mod will no longer cause its save data to be wiped
- The name of the subfolder used to store save data is determined by the "directory" property in metadata.xml
- Added a loading screen that appears when installing or updating mods from Steam Workshop

XML changes:
- Players (players.xml)
- Added the following properties:
- broken: Number of broken hearts this player begins with
- pocketActive: Gives this player the specified starting active item in the pocket item slot
- birthright: The unique description that should be displayed when this character picks up Birthright
- bSkinParent: If present, marks this character as the "tainted" version of the regular character that bears the specified name
- Usually, this should be set to the same name as the character, unless the tainted and regular version of this character bear different names
- If there is no regular character to attach to, this character will not be available in the character selection menu
- hidden: If set to "true", hides this character from the character selection menu
- Custom coop selection graphics can be set for all modded characters by supplying the following animation file (non-tainted characters only):
- "content/Coop Menu.anm2": Must contain one animation per character, each animation must bear the same name as the character it was made for
- Custom menu graphics can be set for tainted characters by supplying the following animation files:
- "content/CharacterMenuAlt.anm2"
- "content/CharacterPortraitsAlt.anm2"
- "content/Death Screen Alt.anm2"
- "content/Coop Menu Alt.anm2"
- "content/CharacterMenu.anm2" and "content/CharacterMenuAlt.anm2" no longer require a "Background" layer as the game now renders the paper background automatically
- Items (items.xml)
- Added the following properties:
- shopprice: Sets a custom shop price for this item
- initcharge: Overrides the initial charge for this item (this can be used for active items that do not start with a full charge)
- chargetype: Can be set one of the following 3 values: normal (recharges on room clear), timed (recharges over time), special (never recharges automatically, cannot be recharged by batteries or item effects)
- passivecache: If set to true on an active item, evaluates the player's stats on pickup like a passive item rather than when using the item
- hidden: If set to true, cannot be obtained in game unless explicitly spawned or given to the player
- persistent: If set to true, temporary effects tied to this item persist between rooms
- quality: Sets the quality of this item (0 to 4, where 0 is the lowest quality and 4 is the highest)
- tags: Adds one or more tags to this item (see items_metadata.xml for reference)

Lua changes:
- Added a new include() function which acts like a "raw" version of require() and will always load the specified file even if it was loaded before
- Fixed the spelling of EntityPlayer:GetMaxPocketItems() and EntityPlayer:DropPocketItem()
* Previous spellings are still present for backwards compatibility but should no longer be used
- Sprite:SetFrame() can now be called with only an int argument, this will adjust the current frame for the current animation without stopping it
- Vector multiplication is now commutative (number * vector is a valid operation) and supports element-wise vector by vector multiplication
- Color(R, G, B, A, RO, GO, BO) has been updated:
- Only the first three arguments (R, G, B) are required, A defaults to 1 when omitted
- The offset parameters (RO, GO, BO) default to 0 when omitted and are now in the 0-1 range instead of 0-255 for consistency
- Mods that use this feature will need to be updated
- Added constants Vector.Zero, Vector.One and Color.Default for convenience purposes
- Updated Isaac.GetPlayerTypeByName(string Name, boolean Tainted = false)
- If Tainted is omitted or set to false, only matches non-tainted characters
- If Tainted is set to true, only matches tainted characters
- Tear flags are now represented by the BitSet128 data type, this was a necessary change due 64 bits no longer being enough to hold every tear effect in the game
- Most AB+ mods should be backwards compatible, however due to a limitation from Lua, expressions such as "Tear.TearFlags & TearFlags.TEAR_POISON == 0" no longer work correctly
- This can be quickly fixed by either replacing "==" with "<=", replacing 0 with TearFlags.TEAR_NORMAL, or using the convenience functions below
- The following convenience functions have been added:
- void Entity_Tear:AddTearFlags(BitSet128 Flags)
- void Entity_Tear:ClearTearFlags(BitSet128 Flags)
- boolean Entity_Tear:HasTearFlags(BitSet128 Flags)
- void Entity_Bomb:AddTearFlags(BitSet128 Flags)
- void Entity_Bomb:ClearTearFlags(BitSet128 Flags)
- boolean Entity_Bomb:HasTearFlags(BitSet128 Flags)
- void Entity_Laser:AddTearFlags(BitSet128 Flags)
- void Entity_Laser:ClearTearFlags(BitSet128 Flags)
- boolean Entity_Laser:HasTearFlags(BitSet128 Flags)
- void Entity_Knife:AddTearFlags(BitSet128 Flags)
- void Entity_Knife:ClearTearFlags(BitSet128 Flags)
- boolean Entity_Knife:HasTearFlags(BitSet128 Flags)
- Updated EntityProjectile:
- Added:
- void ClearProjectileFlags(int Flags)
- boolean HasProjectileFlags(int Flags)
- MC_PRE_SPAWN_CLEAN_AWARD, MC_PRE_NPC_UPDATE and all MC_PRE_xxx_COLLISION callbacks will now only skip remaining callbacks when returning a non-nil value
- MC_GET_SHADER_PARAMS will now only skip remaining callbacks when returning a table
- Updated arguments passed to MC_USE_CARD (int CardId, EntityPlayer Player, int UseFlags)
- Updated arguments passed to MC_USE_PILL (int PillId, EntityPlayer Player, int UseFlags)
- Updated arguments passed to MC_PRE_USE_ITEM (int ItemId, RNG ItemRng, EntityPlayer Player, int UseFlags, int ActiveSlot, int CustomVarData)
- Updated arguments passed to MC_USE_ITEM (int ItemId, RNG ItemRng, EntityPlayer Player, int UseFlags, int ActiveSlot, int CustomVarData)
- If a table is returned instead of a boolean, the following fields can be set to a non-nil value for extra functionality:
- Discharge: Determines whether the item should be discharged or not after being used
- Remove: Determines whether the item should be removed from the player or not after being used
- ShowAnim: Plays the default use animation if set to true (equivalent to simply returning true in AB+)
- Updated PlayerTypes.ActiveItemDesc
- Added:
- int TimedRechargeCooldown: Number of frames before an item with a timed cooldown can recharge again (used by Spin To Win to pause its recharge after fully discharging it)
- float PartialCharge: How close the item is to gaining another charge (0-1 range, used by 4.5 Volt)
- int VarData: Holds extra information for some active items (such as the number of uses for Jar of Wisps)
- Removed:
- boolean Lock
- Updated EntityPickup:
- Added:
- int OptionsPickupIndex: Any non-zero value causes the item to form an option group with any other item with the same OptionsPickupIndex value.
When an item belonging to an option group is picked up, all other items belonging to the same group disappear.
0 is the default value and means the item doesn't belong to any group.
- Removed:
- boolean TheresOptionsPickup: see above
- Updated GridEntity:
- Added:
- RNG GetRNG()
* The object returned from this function is now a reference rather than a copy
- Sprite GetSprite()
* Same as above
- Removed:
- RNG RNG
- Sprite Sprite
- Updated Sprite:
- Added:
- string GetAnimation()
- string GetOverlayAnimation()
- Updated EntityPlayer:
- Added:
- void ChangePlayerType(PlayerType Type)
- void AddBrokenHearts(int Num)
- int GetBrokenHearts()
- void AddRottenHearts(int Num)
- int GetRottenHearts()
- boolean CanPickRottenHearts()
- void AddSoulCharge(int Num)
- void SetSoulCharge(int Num)
- int GetSoulCharge()
- int GetEffectiveSoulCharge()
- void AddBloodCharge(int Num)
- void SetBloodCharge(int Num)
- int GetBloodCharge()
- int GetEffectiveBloodCharge()
- EntityPlayer GetMainTwin()
- EntityPlayer GetOtherTwin()
- boolean TryHoldEntity(Entity Ent)
- Entity ThrowHeldEntity(Vector Velocity)
- EntityFamiliar AddFriendlyDip(int Subtype, Vector Position)
- EntityFamiliar ThrowFriendlyDip(int Subtype, Vector Position, Vector Target = Vector.Zero)
- EntityFamiliar AddWisp(int Subtype, Vector Position, boolean AdjustOrbitLayer = false, boolean DontUpdate = false)
- EntityFamiliar AddItemWisp(int Subtype, Vector Position, boolean AdjustOrbitLayer = false)
- void TriggerBookOfVirtues(CollectibleType Type = CollectibleType.COLLECTIBLE_NULL)
- EntityFamiliar AddSwarmFlyOrbital(Vector Position)
- int GetNumGigaBombs()
- void AddGigaBombs(int Num)
- CollectibleType GetModelingClayEffect()
- void AddCurseMistEffect()
- void RemoveCurseMistEffect()
- boolean HasCurseMistEffect()
- boolean IsCoopGhost()
- EntityFamiliar AddMinisaac(Vector Position, boolean PlayAnim = true)
- void SetPocketActiveItem(CollectibleType Type, ActiveSlot Slot = ActiveSlot.SLOT_POCKET, boolean KeepInPools = false)
- Updated all enums (see enums.lua)
- Many more additions and changes to existing functions, the full list of changes can be found here: https://pastebin.com/748vEEdR


[ 2021-05-15 02:18:40 CET ] [ Original post ]

Repentance v4.0.4

Minor fixes:
- Fixed Vanishing Twin being able to turn into Dark Esau
- Fixed Locust of War + Brimstone Bombs being able to damage the player when spawned by Cricket Leg
- Fixed a bug which caused the first two floors of the alternate path to always share the same variant, making it impossible to see both Downpour and Dross in the same run

General modding changes:
- Mod support has been re-enabled!
- Mods are now stored in a "mods" folder in the same directory as the rest of the game files
- This directory can be easily accessed by right clicking The Binding of Isaac: Rebirth in the Steam library, then clicking on "Properties", "Local Files", and finally "Browse..."
- Mod save data is now stored separately in a "data" folder, meaning that updating or unsubscribing from a mod will no longer cause its save data to be wiped
- The name of the subfolder used to store save data is determined by the "directory" property in metadata.xml
- Added a loading screen that appears when installing or updating mods from Steam Workshop

XML changes:
- Players (players.xml)
- Added the following properties:
- broken: Number of broken hearts this player begins with
- pocketActive: Gives this player the specified starting active item in the pocket item slot
- birthright: The unique description that should be displayed when this character picks up Birthright
- bSkinParent: If present, marks this character as the "tainted" version of the regular character that bears the specified name
- Usually, this should be set to the same name as the character, unless the tainted and regular version of this character bear different names
- If there is no regular character to attach to, this character will not be available in the character selection menu
- hidden: If set to "true", hides this character from the character selection menu
- Custom coop selection graphics can be set for all modded characters by supplying the following animation file (non-tainted characters only):
- "content/Coop Menu.anm2": Must contain one animation per character, each animation must bear the same name as the character it was made for
- Custom menu graphics can be set for tainted characters by supplying the following animation files:
- "content/CharacterMenuAlt.anm2"
- "content/CharacterPortraitsAlt.anm2"
- "content/Death Screen Alt.anm2"
- "content/Coop Menu Alt.anm2"
- "content/CharacterMenu.anm2" and "content/CharacterMenuAlt.anm2" no longer require a "Background" layer as the game now renders the paper background automatically
- Items (items.xml)
- Added the following properties:
- shopprice: Sets a custom shop price for this item
- initcharge: Overrides the initial charge for this item (this can be used for active items that do not start with a full charge)
- chargetype: Can be set one of the following 3 values: normal (recharges on room clear), timed (recharges over time), special (never recharges automatically, cannot be recharged by batteries or item effects)
- passivecache: If set to true on an active item, evaluates the player's stats on pickup like a passive item rather than when using the item
- hidden: If set to true, cannot be obtained in game unless explicitly spawned or given to the player
- persistent: If set to true, temporary effects tied to this item persist between rooms
- quality: Sets the quality of this item (0 to 4, where 0 is the lowest quality and 4 is the highest)
- tags: Adds one or more tags to this item (see items_metadata.xml for reference)

Lua changes:
- Added a new include() function which acts like a "raw" version of require() and will always load the specified file even if it was loaded before
- Fixed the spelling of EntityPlayer:GetMaxPocketItems() and EntityPlayer:DropPocketItem()
* Previous spellings are still present for backwards compatibility but should no longer be used
- Sprite:SetFrame() can now be called with only an int argument, this will adjust the current frame for the current animation without stopping it
- Vector multiplication is now commutative (number * vector is a valid operation) and supports element-wise vector by vector multiplication
- Color(R, G, B, A, RO, GO, BO) has been updated:
- Only the first three arguments (R, G, B) are required, A defaults to 1 when omitted
- The offset parameters (RO, GO, BO) default to 0 when omitted and are now in the 0-1 range instead of 0-255 for consistency
- Mods that use this feature will need to be updated
- Added constants Vector.Zero, Vector.One and Color.Default for convenience purposes
- Updated Isaac.GetPlayerTypeByName(string Name, boolean Tainted = false)
- If Tainted is omitted or set to false, only matches non-tainted characters
- If Tainted is set to true, only matches tainted characters
- Tear flags are now represented by the BitSet128 data type, this was a necessary change due 64 bits no longer being enough to hold every tear effect in the game
- Most AB+ mods should be backwards compatible, however due to a limitation from Lua, expressions such as "Tear.TearFlags & TearFlags.TEAR_POISON == 0" no longer work correctly
- This can be quickly fixed by either replacing "==" with "<=", replacing 0 with TearFlags.TEAR_NORMAL, or using the convenience functions below
- The following convenience functions have been added:
- void Entity_Tear:AddTearFlags(BitSet128 Flags)
- void Entity_Tear:ClearTearFlags(BitSet128 Flags)
- boolean Entity_Tear:HasTearFlags(BitSet128 Flags)
- void Entity_Bomb:AddTearFlags(BitSet128 Flags)
- void Entity_Bomb:ClearTearFlags(BitSet128 Flags)
- boolean Entity_Bomb:HasTearFlags(BitSet128 Flags)
- void Entity_Laser:AddTearFlags(BitSet128 Flags)
- void Entity_Laser:ClearTearFlags(BitSet128 Flags)
- boolean Entity_Laser:HasTearFlags(BitSet128 Flags)
- void Entity_Knife:AddTearFlags(BitSet128 Flags)
- void Entity_Knife:ClearTearFlags(BitSet128 Flags)
- boolean Entity_Knife:HasTearFlags(BitSet128 Flags)
- Updated EntityProjectile:
- Added:
- void ClearProjectileFlags(int Flags)
- boolean HasProjectileFlags(int Flags)
- MC_PRE_SPAWN_CLEAN_AWARD, MC_PRE_NPC_UPDATE and all MC_PRE_xxx_COLLISION callbacks will now only skip remaining callbacks when returning a non-nil value
- MC_GET_SHADER_PARAMS will now only skip remaining callbacks when returning a table
- Updated arguments passed to MC_USE_CARD (int CardId, EntityPlayer Player, int UseFlags)
- Updated arguments passed to MC_USE_PILL (int PillId, EntityPlayer Player, int UseFlags)
- Updated arguments passed to MC_PRE_USE_ITEM (int ItemId, RNG ItemRng, EntityPlayer Player, int UseFlags, int ActiveSlot, int CustomVarData)
- Updated arguments passed to MC_USE_ITEM (int ItemId, RNG ItemRng, EntityPlayer Player, int UseFlags, int ActiveSlot, int CustomVarData)
- If a table is returned instead of a boolean, the following fields can be set to a non-nil value for extra functionality:
- Discharge: Determines whether the item should be discharged or not after being used
- Remove: Determines whether the item should be removed from the player or not after being used
- ShowAnim: Plays the default use animation if set to true (equivalent to simply returning true in AB+)
- Updated PlayerTypes.ActiveItemDesc
- Added:
- int TimedRechargeCooldown: Number of frames before an item with a timed cooldown can recharge again (used by Spin To Win to pause its recharge after fully discharging it)
- float PartialCharge: How close the item is to gaining another charge (0-1 range, used by 4.5 Volt)
- int VarData: Holds extra information for some active items (such as the number of uses for Jar of Wisps)
- Removed:
- boolean Lock
- Updated EntityPickup:
- Added:
- int OptionsPickupIndex: Any non-zero value causes the item to form an option group with any other item with the same OptionsPickupIndex value.
When an item belonging to an option group is picked up, all other items belonging to the same group disappear.
0 is the default value and means the item doesn't belong to any group.
- Removed:
- boolean TheresOptionsPickup: see above
- Updated GridEntity:
- Added:
- RNG GetRNG()
* The object returned from this function is now a reference rather than a copy
- Sprite GetSprite()
* Same as above
- Removed:
- RNG RNG
- Sprite Sprite
- Updated Sprite:
- Added:
- string GetAnimation()
- string GetOverlayAnimation()
- Updated EntityPlayer:
- Added:
- void ChangePlayerType(PlayerType Type)
- void AddBrokenHearts(int Num)
- int GetBrokenHearts()
- void AddRottenHearts(int Num)
- int GetRottenHearts()
- boolean CanPickRottenHearts()
- void AddSoulCharge(int Num)
- void SetSoulCharge(int Num)
- int GetSoulCharge()
- int GetEffectiveSoulCharge()
- void AddBloodCharge(int Num)
- void SetBloodCharge(int Num)
- int GetBloodCharge()
- int GetEffectiveBloodCharge()
- EntityPlayer GetMainTwin()
- EntityPlayer GetOtherTwin()
- boolean TryHoldEntity(Entity Ent)
- Entity ThrowHeldEntity(Vector Velocity)
- EntityFamiliar AddFriendlyDip(int Subtype, Vector Position)
- EntityFamiliar ThrowFriendlyDip(int Subtype, Vector Position, Vector Target = Vector.Zero)
- EntityFamiliar AddWisp(int Subtype, Vector Position, boolean AdjustOrbitLayer = false, boolean DontUpdate = false)
- EntityFamiliar AddItemWisp(int Subtype, Vector Position, boolean AdjustOrbitLayer = false)
- void TriggerBookOfVirtues(CollectibleType Type = CollectibleType.COLLECTIBLE_NULL)
- EntityFamiliar AddSwarmFlyOrbital(Vector Position)
- int GetNumGigaBombs()
- void AddGigaBombs(int Num)
- CollectibleType GetModelingClayEffect()
- void AddCurseMistEffect()
- void RemoveCurseMistEffect()
- boolean HasCurseMistEffect()
- boolean IsCoopGhost()
- EntityFamiliar AddMinisaac(Vector Position, boolean PlayAnim = true)
- void SetPocketActiveItem(CollectibleType Type, ActiveSlot Slot = ActiveSlot.SLOT_POCKET, boolean KeepInPools = false)
- Updated all enums (see enums.lua)
- Many more additions and changes to existing functions, the full list of changes can be found here: https://pastebin.com/748vEEdR


[ 2021-05-15 02:05:36 CET ] [ Original post ]

Update v4.0.3

General fixes:
- Fixed Ashpit crashing the game when lighting is disabled
- Fixed some challenges showing up as locked despite being previously available
- Fixed several controller rebinding issues with Jacob and Esau and other controllable player entities (i.e. Strawman, Found Soul)
- Fixed the Void portal having no animation in Mausoleum 2 under certain circumstances
- Fixed Tech X rings bouncing endlessly with Rubber Cement
- Fixed bouncy and orbiting tears never disappearing in side scrolling sections
- Fixed Mucormycosis tears becoming much larger than intended when splitting
- Fixed Ultra Greed's health bar not disappearing as intended during his death animation
- Fixed Ultra Greedier not having boss armor (that was a bug sorry!)
- Fixed items generated by TMTRAINER not being saved correctly by Glowing Hour Glass or upon saving and resuming a run
- Fixed Spirit Sword and Urn of Souls not triggering effects that occur when tears are fired (i.e. Isaac's Tears, Mom's Wig, Immaculate Heart)
- Fixed pause screen sometimes not playing its appear animation
- Fixed Wild Card being tied to the wrong achievement
- Fixed the Backasswards challenge giving the player two of each key piece
- Fixed items not being removed correctly each floor in the Backasswards challenge
- Fixed 1up causing Dark Judas to die instantly upon reviving
- Fixed an infinite loop caused by using the Joker in an Angel shop
- Fixed "Lazarus" sometimes turning into Isaac upon saving and resuming a run
- Fixed some rooms not being saved correctly in Greed Mode, causing crashes upon resuming a run (this was most notable with crawlspaces)
- Fixed "The Forgotten" not showing any items on the gameover screen
- Fixed golden trinkets not being saved correctly upon resuming a run
- Fixed Delirious breaking the backdrop in a certain final boss fight
- Fixed Delirium's death static effect sometimes not rendering correctly
- Fixed Red Key becoming unusable when absorbed by Void
- Fixed co-op player respawns in Greed Mode
- Fixed a crash that could occur from throwing rocks
- Fixed a crash that occurred when using Glowing Hour Glass under certain circumstances in co-op mode
- Fixed Bethany reviving at one half soul heart instead of one half red heart with Guppy's Collar.
- Fixed Thunder Thighs / Leo killing the player if they touched a spike rock at one half soul heart.
- Fixed a softlock from Ventricle Razor being used on a certain final boss fight.

Changes:
- Raised the cooldown of Blank Card from 2 to 4 when used with Holy Card
- Souls dropped by enemies with the Urn of Souls are now automatically collected when exiting the room
- Added a few more unique Dirty Mind dips for certain special poops
- The following items now count towards the Planetarium unlock: Deck of Cards, Tarot Cloth, Zodiac, Card Reading, Echo Chamber
- The following items can no longer by found by "The Lost": Best Bud, Hallowed Ground
- Rotten hearts will now be replaced by half red hearts in room layouts that contain them if they haven't been unlocked yet
- Red Key can no longer be obtained in Greed Mode
- Brimstone/Technology+Ipecac+Ludovico now only starts exploding 1 second after entering a room and no longer explodes on contact with room boundaries (this could cause unavoidable damage)
- Added unique appearances for Book of Virtues wisps created from Delirious and Mom's Bracelet

Mod Support to be re-added in the next update!


[ 2021-04-24 04:34:52 CET ] [ Original post ]

Update v4.0.2

General fixes:
- Fixed a crash caused by teleporting in Mines/Ashpit II (for real this time!)
- Fixed Death Certificate crashing the game when used in the Void
- Fixed Member Card and the Stairway crashing in Greed Mode
- Fixed a rare crash caused by using Potato Peeler right as the player is respawning from an extra life
- Fixed a softlock caused by white champion Peeping Fatties
- Fixed a potential softlock when fighting a certain version of Death
- Fixed a softlock caused by trapdoors incorrectly staying closed on XL floors in the Isaac's Awakening challenge
- Fixed a softlock caused by entering an XL floor on a certain secret path
- Fixed player spawning in the wrong spot in a special version of Basement I, sometimes resulting in unavoidable damage
- Fixed a certain red door closing itself when it shouldn't
- Fixed an issue preventing Dad's Key and Filigree Feather from being unlocked
- Fixed alternate credits music not playing after unlocking Blue Baby
- Fixed certain voices not stopping when quitting or restarting a run
- Fixed Confessionals not paying out with Angel room items as intended
- Fixed The Lost's Birthright not blacklisting items as intended
- Fixed familiars spawned by Giant Cell causing the Forgotten to be pushed back when hitting enemies with their melee attack
- Fixed the Eraser causing a rare crash in the D____ fight
- Health Up and Health Down horse pills now play their correct announcer lines
- Fixed cancelling the Red Candle causing it to briefly appear as the regular blue Candle in Isaac's hands before disappearing
- Fixed a certain final boss not counting as "beating the game" and not granting Eden tokens
- Fixed ""Eden"" not taking Eden tokens away when restarting a run
- Fixed a certain dark twin still attempting to attack the player during certain cutscenes
- Fixed Brimstone Bombs causing self-damage in the Hot Potato challenge
- Fixed being able to create trapdoors in Corpse 2 or Corpse XL
- Red Key can no longer create doors to the Error Room on final floors
- Fixed double tap items having flipped controls in a certain secret area
- Fixed active items obtained in a certain secret area having no charge
- Fixed Ventricle Razor being able to create portals between dimensions (i.e. some secret areas)
- Fixed being able to teleport out of a certain final boss fight using Ventricle Razor
- Fixed another bug which prevented daily runs from ending properly
- Fixed tarot card dropped from a certain special rock sometimes turning into a sack if the player has Sack Head
- This same tarot card will now turn into Telepills if the player has Little Baggy
- Fixed R Key not resetting the game properly and causing softlocks on certain paths

Changes and improvements:
- Increased the drop rate of soul hearts from blue fires from 10% back to 25% in Normal Mode
- Increased lighting around the player in Curse of Darkness
- Soul heart devil deals can now be taken even if the player cannot afford them
- Removed double tap trigger from Dark Arts since it could often be accidentally triggered
- Dark Bum can no longer be found by ""The Lost""
- Dark Bum and Brimstone Bombs now cost 1 heart container in deals with the devil
- Added a few more missing Bestiary entries
- Genesis room will now contain a trapdoor back to the starting room on final floors
- Helper summoned by Soul of the Forgotten now deals more damage and constantly swings its bone as long as the attack buttons are held down instead of charging a bone throw
- Bombs thrown by a certain end game boss now interact as expected with Safety Scissors
- Added a charge bar to Sumptorium to indicate when a blood clot will be spawned
- White fires no longer trigger on-hit effects
- Sacrifice room spikes will no longer teleport the player to the Dark Room when on a challenge or daily run that does not end there

Misc:
- Updated various room layouts


[ 2021-04-08 05:50:02 CET ] [ Original post ]

Update v4.0.1

Balance changes:
- Chance to find max level Shops in Hard mode increased to 50%, and back to how they were previously in normal mode.
- Added Restock Machines back to Shops, with a 25% chance to replace the Donation Machine
- Tinted rocks are now more common in Hard mode and back to how they were previously in normal mode.

General fixes:
- Fixed a crash caused by dying and reviving during the Rotgut fight
- Fixed a crash caused by Mucormycosis tears
- Reap Creep can no longer appear on the Scat Man challenge to reduce the likelihood of unfair softlocks
- Fixed I Found Pills causing Keeper, Apollyon, Blue Baby and the Forgotten's head to disappear
- Fixed Chub and other bomb eating bosses causing a crash when swallowing rockets
- Fixed being able to unlock Golden Razor by saving and resuming a run or by entering a certain area
- Fixed Doctor's Remote getting cancelled when taking damage before the rocket hits the ground
- Fixed Delirium's death animation getting stuck in an endless loop when he dies while slowed or sped up
- Added a tentative fix for corrupted graphics caused by burrowing enemies on AMD graphics drivers
- Entering certain floors now attempts to place the player in a safe spot to prevent instant damage from any room hazards
- Fixed pickup animation getting stuck when using certain active items while holding a red bomb
- Fixed Bestiary entries for some Vis enemies that were missing graphics
- Touching certain fires no longer triggers Shard of Glass' bleed effect
- Touching certain fires no longer rerolls Eden
- Fixed an unintended interaction with certain fires and Pyromaniac
- Fixed a rare situation involving Eden tokens which could cause the character selection menu to be stuck on the wrong side
- Fixed a crash caused by using Dark Arts while having Midas' Touch
- Fixed Butter allowing single use items to be reused endlessly
- Fixed Wormwood sometimes getting stuck underwater when slowed down
- Lightning flashes in Downpour have had their brightness reduced to accommodate for users with sensitive vision

Book of Virtues fixes:
- Added D12 wisps
- Fixed Spin To Win wisps not dying as expected
- Fixed a crash caused by Box of Friends wisps
- Fixed a possible crash caused by Diplopia wisps
- Fixed a possible crash caused by Compost wisps
- Fixed a possible crash caused by Stitches wisps
- Fixed a possible crash caused by Ventricle Razor wisps
- Fixed interaction between wisps and BFFs

Co-op fixes:
- Fixed infinite boss item respawn exploit
- Dead co-op players are now revived only when the end-of-floor boss is defeated
- Fixed challenge runs
- Fixed dead co-op player being able to unlock certain doors
- Fixed not being able to start co-op if Player 1 has one or less red hearts

Misc:
- Added several missing bestiary entries
- Updated various room layouts
- Updated sprites for Sins and Super Sins

please report any new bugs in the forums HERE


[ 2021-04-03 05:46:35 CET ] [ Original post ]

Afterbirth+ to Repentance Update notes

--WARNING SOME SPOILERS--

here is what has changed to the core gameplay/code since afterbirth+

EDIT: the notes were too big to include in one post so i uploaded them to this site, they actually filled up like 6 posts...

https://newtextdocument.com/f072e8cd1e

see you in 2 hours!



xoxo
-edmund


[ 2021-03-31 07:01:53 CET ] [ Original post ]

12 hours to go! ( FAQ POST! )

Repentance launches in 12 hours!!!!! i thought it was best to do an indepth FAQ since there tends to be a lot of questions when it comes to Repentance...

Q: When does Repentance launch?
A: 12 hours from this post, doesn't matter where you are in the world, in 12 hours it will be set live.

Q: Do i need all previous DLCs to play Repentance?
A: YES, you need Rebirth, Afterbirth AND Afterbirth+ in order to purchase and play Repentance.

Q: Is Repentance just the Antibirth mod?
A: NO, Repentance features an updated version of Antibirth with tons of new content that basically double the content that the mod featured, not to mention 100s of updates to gameplay, items music and art!

Q: Is Repentance coming to console?
A: YES! Repentance will be coming to Switch, Ps4, Ps5 and Xbox! the game is actively being ported now and should have a staggered release started later this year. ( special edition retail version of the full collection are also in the works! )

Q: Are mods supported in Repentance?
A: Not at launch, mod support will be disabled for a bit, but will be supported again in an update coming soon.

Q: I see Repentance has co-op, is this online co-op or local?
A: technically its local ( meaning 2-4 players using the same pc ) but you can make it online via Steams Remote Play Function .

Q: Should i continue off an existing save or start a new save when playing Repentance?
A: if you want to see new mid/late game content, continue off an old save, a lot of the more beefy aspects of the DLC appear more mid-late game, a lot of stuff will appear early as well but if you are looking to experience more new content i recommend playing off of an existing save.

Q: Is this the final DLC for isaac!? IS ISAAC REALLY FINISHED!
A: Yes, this will be the last DLC we release for The Binding of Isaac: Rebirth. the game will continue to be supported obviously, but its time to close the book on this 10 year project.

Q: how much of the old game has been changed? will i like the changes?
A: A LOT has been changed, there are literaly 100s of updates to nearly all aspects of the game, youll love some, hate others but in the end youll have a much better experience over all.

Q: Will it release on MAC?
A: No, here is a good example of why.

Q: how do you play local co-op? is it on the same keyboard.
Q: no, you need to buy a gamepad or 3 :)

Q: how do i start a co-op game? and are the old floating babies gone?
A: hit start on a gamepad in the start room to add a 2nd player for true co-op. hit start on a gamepad outside of the start room to spawn a baby and play classic co-op.

Q: is Repentance The Binding of isaac 2?
A: no, bit its close... its like isaac 1.9.

Q: will we get booster packs like we did before?
A: no.

Q: will the game be updated more post release?
A: the game will obviously feature bug fixes and balance updates, we may also do a few random updates with some rework for things like items/thevoid/delerium eventually but nothing is set in stone yet.

Q: whats next for isaac?
A: there will be a mega kickstarter in june that will feature TONS of Isaac swag as well as a mega expansion to the binding of isaac card game Four Souls... sign up here for the mailing list to get bonus extras and be notified!

12 HOURS REMAIN!
-Edmund


[ 2021-03-30 20:58:02 CET ] [ Original post ]

In Utero

[previewyoutube=RC1IrRc6nlA;full][/previewyoutube]
Utero will now have its own track! and thats all i got for ya... 2 more days to go!!

till then you can watch all these neato interviews we have done over the last few weeks.


[previewyoutube=8Ol_buboqS8;full][/previewyoutube]

[previewyoutube=XfcmDGNEqhk;full][/previewyoutube]

[previewyoutube=N-tWNv5EJkU;full][/previewyoutube]

[previewyoutube=V5_jaDarhZM;full][/previewyoutube]

36 hours remain!....

-Edmund


[ 2021-03-29 21:01:51 CET ] [ Original post ]

5 MORE DAYS!



this amazing illustration was done by Ori and will most definitely will find its way somewhere into the retail edition of the game for console.

also, we just did the math... should probably update that features page on here are the updated totals for all the whole Isaac package now..
22000 rooms
716 items
637 achievements
188 trinkets
322 enemies
103 bosses
94 music tracks
44 challenges
17+ playable characters

Repentance will launch on steam at 12:01am pst on the 31st.
see you in 5 days!

xoxo
-Edmund


[ 2021-03-26 20:03:53 CET ] [ Original post ]

The Smell of Ash

[previewyoutube=e2tSTmyMPN8;full][/previewyoutube]

we briing you Absentia - the track for Ashpit, an alt chapter to the Mines!
this DLCs OST is quite honestly the best OST of any expansion and Ashpit is one of my personal favorites.

Matthias and John have gone above and beyond with their work on repentance, go support them!

from here on our we will be updating on mondays and fridays with short mini blog posts...

9 MORE DAYS!

-Edmund


[ 2021-03-22 20:09:12 CET ] [ Original post ]

Friends till the end!

its time to talk "True Co-op"

originally when we made Rebirth Tyrone suggested co-op with 2-4 Isaacs, and i scoffed at the idea. "THIS MAKES NO THEMATIC SENSE, THERE IS ONLY ONE ISAAC! EVERYONE IS ISAAC!!" i screamed! and they changed it so instead of another Isaac we did little floating babies who couldn't do much... people still played with them ( strangely enough Isaac is one of the most played "Steam Remote Play" games on steam currently ) but everyone just asked " why couldn't it have just been multiple Isaacs? ".

i was wrong folks, hear that Tyrone! you were right! i was wrong! true co-op was the way to go... and that's what we are doing.

so now if you start a normal game and player 2-4 hits start on their gamepads while in the starting room it will pop up a mini character select, just choose a player and BAM you are in!









the game plays as it would normally with a few changes.

1. if a player dies, they respawn as a nerfed ghost baby that can deal minimal damage but not much else. once the boss of a floor is killed the ghost baby is reborn with all the items they once had, but at half a heart.

2. when a boss is killed it spawns a boss item, when a player picks it up another boss item spawns for the next player. all other items are single spawns, so you must share!

3. players share resources (coins, bombs and keys) but each have their own HP and items.

4. once all non ghost players die, game over.

So True co-op is local only.. but using Steam Remote Play you can play "local" games online! SO DO IT! co-op is bonkers and amazingly fun, we are currently tweaking and polishing this mode up and no doubt will probably do a few tweaks in post in case some aspects don't work as well as intended.

there are only 12 more days till release!

AAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHH!

see you monday when we do a quick lil music post!
-Edmund


[ 2021-03-19 22:10:03 CET ] [ Original post ]

Easy Peesy

Hey hey hey, Edmundo here bringing you one of the final 3 updates! exciting huh? 19 more days till this thing gets in all your grubby little hands! (grubby like maggoty, not dirty obviously).

today id like to go over some pretty big changes to the game.

as many of you know we have been working hard to rebalance the game, this is a very delicate situation and a ton of things have changed ever so slightly but are balanced in a way that will make runs not feel handed to you completely by luck but also make bad luck runs not feel as bad.

so obviously some items have had slight nerfs, most of these items were tied to easy game breaks, for the most part i feel like game breaks should require a bit more work seeing as once you know how they are done you can do them in nearly every run.

so roughly for every little nerf, we took 2 low end items and gave them a buff. some of these buffs are major, some minor and some have totally changed the item completely.

here are a few examples of items changing completely.

GB bug: i had high hopes for this item when i designed it ages go... but it was too luck based and if you wanted to abuse its powers you really just needed to sit in a room and let it knock around for 5 min.. and that feels terrible. so we changed it.




so now the GB bug effect is kinda the same, it just rerolls stuff it hits... BUT its a familiar you can launch by double tapping shoot! (a new mechanic we use a few places), once used it disappears and comes back again after room clear, so its like a targeted single use d20 with other alt uses. its a hell of a change and feels amazing, it went from shitastic to mucho funo!


Glass Cannon: oh glass cannon, seemed like such an amazing item, but the risk reward just wasn't worth it for nearly everyone... but look!



now instead of the cannon lowering your life when you use it, it can just be used as much as youd like! well till you get hit that is... if you get hit while holding the cannon, the cannon shatters, dealing damage to you and becoming the "broken cannon" a 4 charge item that when used becomes the glass cannon again! not only is it useful now, but its also dripping with flavor! 13/10 it puts the Ass back in Glass (ass is a good thing!)


Holy Water: possibly the least useful item from the flash era, needing to take damage to make a temp pool of creep was always a feel bad in runs.. so we took this Castlevania reference to its logical conclusion...



you can throw it! yep, now holy water is a familiar you can throw at enemies! and it comes back! its actually pretty good now! Rating = too cool for Catholic school!!

and thats it for today, a butt ton of item edits we have been working on for the past 30 years... FYI we are in heavy crunch for the next few weeks and i wanna keep these posts a bit simple and to the point so we dont start spoiling too much and we have more time to work... SO BYE!

xoxo
-Edmund


[ 2021-03-12 20:59:50 CET ] [ Original post ]

Party like it's September 28, 2011

Heya! Not Your Sagittarius (Sag for short) dropping in again. Did you miss me? Yes, no, either way, I'll be taking over this blog post and fill your lovely heads with some more lovely visual changes.

As you know, I'm the lead on most of the spriting and graphics for Repentance. A while back my good friend Snake has been helping me out on the side and wrote a blog post about his visual changes as well. Check it out if you haven't! *link to snake's blog post*

Anyway, let's get right to it...

Going back to the part where I talked about how every character was given a bottle of shampoo to play around with, here's a couple that just got their hair done.







Along with Snake, the both of us have been restoring flash-era bosses back to their original looks as part of our Operation Restoration mission! (It's not actually called that, I made it up on the spot and thought it would sound cool...)
Anyway, here's some that I've been working on...



And here's some of them in action:







Yeah, I'd say they're looking great so far! Many more awesome retouches like this await in almost 3 and a half weeks from now!!!! I'd love to show a little more but so much of my work treads on late game stuff, so I'll leave it to you to discover them yourselves. ;)

Although... I could show off one more cool thing... Fans of the original flash game will remember and appreciate this awesome detail that's better shown than told. Now if you'll excuse me, my Isaac has covered himself in oil and is now floating away in the rain. Until then, Sag, signing off!



-------------

pppsssst... hey kid... did you know the binding of isaac has a prequel ?

its true, the prequel to Isaac was called The Legend of Bum-bo, a puzzley turn based abstract rogue/deckbuilding hybrid kinda like puzzle quest meets plants vs zombies or something... sadly its launch was a little rough and final crunch broke the games only programmer :(

[previewyoutube=KMkEdS3SA5g;full][/previewyoutube]

but from the ashes Bum-bo rises! today we release "The Lost Expansion", a FREE expansion that features tons of fixes and quality of life updates along side a bonus DLC that adds.

-a new character ( bum-bo the lost!)
-new unlockable items!
-new alt bosses!
-new achievements and goals!

the game is also on sale for 50% off now on steam!
https://store.steampowered.com/app/1148650/The_Legend_of_BumBo/

GO GET EM!
-Edmund



[ 2021-03-05 23:20:49 CET ] [ Original post ]

Shits and Giggles!

hey hey hey! Edmund here, back again with another post, riddled with high brow humor! this week we talk poop, turds and dingle berries! but first we must venture deep inside the poopoo hub, DROSS! the land of logs, and the alt chapter to Downpour!

let me set the mood a bit with a sweet new track... Night Soil!

[previewyoutube=9hhds-PZM20;full][/previewyoutube]
Yep you heard right, ALT ALT CHAPTERS! not only will Repentance feature a fresh alternate path of new floors, but most of them will also have unlockable alternate floors filled to the brim with new on theme monsters!





cant you just smell the atmosphere ?!




and of course not just the monsters will be on theme, each alt will also feature new bosses! here is my new best bud Clog, he's what you would call a "diarrhea bender" or diarrhea blender.. whatever works.





Speaking of diarrhea, check out this hot new item... Montezuma's Revenge!



do i know how to sell a game or what?! not convinced this expansion is the one for you.. well i bring you Dirty Mind, one of my favorite items from the Antibirth mod!



yep that's right, you too can have an army of dingle berries by your side!

-----

we are closing in on release folks! only 4 more posts to go! 33 days! GAH! currently Repentance is 99% finished and will enter heavy testing next Monday, i cant express how happy i am with where we are at and the DLC over all.. you guys are gunna love digging deep and reexperiencing this monster! it really feels like Isaac 1.9.

a few fun facts to finish this post:

- this DLC will bring the achievement count in isaac to just over 634!
- this DLC will rework/buff loads of bottom tier items people seem to hate!
- this DLC will make hard mode harder, in appropriate ways!
- this DLC will make pills more worth it!
- this DLC will rock your world!

and that is that, may all your poops be smooth and effortless!
xoxo
-Edmund


[ 2021-02-27 00:13:09 CET ] [ Original post ]

The Glowup!

Hey there, I'm SnakeBlock! I've been silently creeping around in the shadows, so you might not have heard too much about me. I suppose the secret's out now though - I'm doing art for Repentance! Pretty cool, huh?
Sag's still the lead artist - I've mostly been helpin out with art on the side, but I still have a fair few things to show. So, let's get right into it! Let's see here...

MONSTERS
[hr][/hr]
Well, I've made plenty of foes for Isaac to encounter on his journey, so let's start off with a few of those.


SLOG



A very simple enemy for the Dank Depths, this ocular menace is a type of Guts that leaves behind sticky slowing creep, and likes to charge directly at Isaac if he lines up with it.



They can be surprisingly tricky to deal with when there's a bunch of em sliding around at once. Tread carefully!


PLANETOID



This strange floating growth appears in Chapter 4, and has a whole solar system of tears orbiting around it at all times! They occasionally fart and send their tears further outwards to make Isaac's life just a bit harder. You could say it's an enemy version of the Tiny Planet item...



They're real invasive personal space-wise, so they can be pretty difficult to maneuver around. Best to dispatch of them quick.



I've made plenty more freaks for Isaac to meet in the final game, and I've enjoyed every second of it. I hope you guys will enjoy coming across and fighting em just as much!
Moving on...

COOL VISUALS

Like Sag, I've also been working on puttin a fresh coat of paint on various bosses in the game (and even a fair few of the regular baddies) to make them look closer to how they did in Flash. So, in a similar vein to Sag's blogpost (which you should check out if you haven't already), I'll be showcasing more of those changes here!

Here's a lil collage I made of some of the resprites I've done:



And here's a few of em in action:






This isn't everything - there'll be more glowups to see in the final game, so keep your eyes peeled!! Do note that everything here's subject to change, however.

Enemies and bosses aside, I've also given some environmental stuff a bit of a makeover. Specifically, the rocks and other obstacles that make up every room will have a different appearance on every floor, to better match the areas thematically (and look more varied in general).
Here's a few examples from the Caves:


the Flooded Caves:


and the Depths:




[hr][/hr]
Alright, the shadows are calling, so I suppose that's it for the blogpost! Huge huge huge thanks to Vinh and Ed for this opportunity, this was pretty fun to write and I hope it's given you guys your fill of Repentance stuff for the week. Toodles!





-------------------






-------------------






-------------------





well hello there... Edmund here, lurking down in the unknow depths below! and im here to sell you stuff!

don't tell anyone, but we got this super secret exclusive isaac club where if you sign up and confirm your email... you gain access to exclusive deals from our special group i like to call the naked boys!



want access to something like this? what about some isaac action figures? or even a boss statue? well its all coming soon! and if you sign up and join my nudist camp you will have first dibs! SO DO IT!

xoxo
-Dr. Creepy


[ 2021-02-19 20:04:21 CET ] [ Original post ]

Challenging, Exciting and also Fun.

Hey-ho Isaac fans, it's your old pal again Nikola Antibirthovic. As you know, I am the lead room creator for repentance and also creator of the Rainmaker. Today we're talking about some new enemies you'll be seeing in the upcoming dead horse beating (that's what DLC stands for).
I know one thing and that's enemies, so sit down, grab some orange juice and look at the gifs of these new monsters.


--Bulbs--



Let's get the biggest bastard out of the way first, the Bulbs. These are enemies you most commonly see in item rooms and other special rooms. Their movement is twitchy, they're hard to hit, and worst of all they take away your active item charge instead of your health.



The good news is that these guys are not variants of existing enemies, so I have to place them in levels manually rather than some fly enemy being randomly replaced with these guys. A while ago I saw a mod that makes every character start with the D6, sounds like that'll be stressful with these guys around for every single run.


--Grudges--

Now that Ed teased the Mausoleum track last week I suppose the cat's out of the bag. Yes it's true, the new mausoleum floor exists, please keep calm and contain your excitement.
The grudges are brand new traps that you can find on this floor, they come after Isaac much like the Slides you see in the Depths sometimes. There are a couple differences of course, like how they stay where they are after they hit a rock and can even press buttons to solve puzzles.



Oh yeah, and they can turn enemies into a bloody paste.



It's a great addition to the mausoleum floor and all we had to do was rob Derek Yu blind.



--Level 2 Willos--

After watching a bunch of videos of people playing the antibirth mod, we've discovered that people really hate the willo enemies from downpour.



Obviously the correct solution here is to also make level 2 versions of them for Repentance!



The good news is that these ghostly flies orbit monsters rather than you, making them actually less dangerous than you'd expect. They still shoot at you, effectively making these guys orbiting Horfs. They also have this neat behavior where if their host dies they move on to another enemy to orbit around.



What a great detail! Im sure whoever added that little feature lost sleep over it!



--Holy Mulligan--

Last time everyone's reception to the new four souls enemies in repentance was overwhelmingly positive. Everybody was on the streets parading the return of holy eyes in Repentance. People pulled over random strangers on the road to talk about their holy bonies, it was nuts.
Anyway, we're going to show off one more as a little bonus. It's the Holy Mulligan!





As you can see it's a cathedral mulligan that spawns little angel babies out of it's head. That's pretty cool, he seems happy enough about it.


Okay, Ed's telling me to get me off his computer already, so that's my cue to end the post here. I hope everyone enjoyed those gifs and I hope the rest of the repentance team gets some rest soon. As for me, I'm going back to my wooden hut to make some more rooms, Goodnight.


---------------
-

BONUS ADVERTISEMENT (yay!)



are you aware that the binding of isaac is also a multiplayer card game!? well its true! but sadly it has been sold out for the past year... but dont worry! we will be reprinting it along with adding a HUGE expansion to it with loads of repentance themes! and with every kickstarter we do, there will be TONS of exclusive merch!

[previewyoutube=J6MUuQOqDXo;full][/previewyoutube]
(this could be you!!!!)

sign up here to be notified of the upcoming Isaac events and limited promos and also gain 2 exclusive bonus cards when you back the kickstarter!

SIGN UP HERE!

see you next week
-Edmund


[ 2021-02-12 21:04:57 CET ] [ Original post ]

Sugar Walls

Its new track time! "Walls of Denial" is the track for the 3rd alternate floor in repentance called... The Mausoleum! what's inside these mausoleum walls you ask? NOTHING! NOTHING AT ALL I TELLS YA!

[previewyoutube=aYeLVR2xiyc;full][/previewyoutube]
yum yum gimme some! am i right? well i am, and you will be getting some of this yum yum in only like 7 more weeks! 7 fucking weeks! anyway im keeping this post repentance light mostly because i have some additional extra special binding of isaac mega news!

Four Souls: Requiem is comming this summer!
for those of you that missed the mega kickstarter 2 years ago, Four Souls is a binding of isaac card game for 2-4+ players ( though soon to be 1-4+ ). It plays kind of like a game of MTG commander but you draft your build out of 3 giant decks of cards oozing with themes and mechanics from the video game... and its quite neato if i don't say so myself!

Not a week goes by without tons of people on twitter asking how to get their hands on the game, or isaac figures and plushes.. well it was all from that damn kickstarter and i hope when we do it again in a few months you guys will be there.


look at all that stuff!

for now though, if you sign up early we will also send you 2 exclusive promo cards that you can only get via early sign up! ( signing up costs nothing, but if you sign up and back the kickstarter you get these bonus cards for free! ).



Even if you aren't into the card game, just signing up and backing the entry tier will enable to you to get your hands on some of this crazy shit up there! so do it!






-Edmund



[ 2021-02-05 21:07:17 CET ] [ Original post ]

COMBO BREAKER!

In OG isaac, items were designed to combo together on a basic level without hard coding, this worked well enough for most tear effects, visuals, and stat based combinations... but when adding in an oddball tear effect like brimstone or moms knife, the effect would just override your existing tears.

In rebirth i wanted to make sure the items that would overwrite existing tear combinations could fully combo with other items, it took a lot of hard coding but we ended up with really neat stuff like, homing brimstone and quad shot moms knife.

fast forward to repentance... at this point there are so many possible item combos its impossible to keep up, but Vinh was up to the challenge and spent more hours than i feel comfortable posting here on a TON more custom combo effects.

now not only do these effects combo how they should logically, a lot of them add totally new visuals and mechanics to the game that should catch even the most jaded isaac pros off guard.

the following are a few neat ones for your viewing pleasure.















and since i got you here

were you aware that there is official BINDING OF ISAAC MERCH!?
ITS TRUE!



over the past few years we have made tons of badass isaac items, most are sold out but a few remain in the Nicalis Store.

this year we will be greatly expanding on this merch via an upcoming kickstarter for Four Souls: Requiem ( the binding of isaac card game some of you own ) for those unaware of it, here is how it plays...

[previewyoutube=ya2iujUGP-E;full][/previewyoutube]

this kickstarter will launch in June and should be quite a wild ride.. so make sure youre following me on twitter to get updates and take part in polls / QAs so we can make sure this kickstarter features everything you guys want when it comes to amazing isaac swag.

till next week!
-Edmund


[ 2021-01-29 21:23:28 CET ] [ Original post ]

REPENTANCE IS UP FOR PREORDER!

First and foremost, Repentance is now up for preorder on steam!!! GO GET IT!


NOTE: Repentance requires all previous DLCs to work! ... so we did you a favor! To celebrate the preorder announcement we put all previous isaac DLCs and the core game on sale for 50% off!!!

Get the full collection HERE! (this includes the repentance preorder)
or if you are waiting to see how things go but still want the DLCs at 50% off, get them HERE!

but if that wasn't confusing enough.. i bring you THE BLUE KING COLLECTION!


The Blue King Collection is a bundle of ALL OF MY WORK that was just released on steam in one very discounted bundle! this bundle includes 8 of my games + 3 dlcs and you even get the ultra cheap basement collection that features over 7 more of my games from the flash days! that's 15+ games for less than the cost of 9 Tall, Cinnamon Dolce Latte's from Starbucks!

but i hear you screaming... NO ONE CARES! BRING ON THE NUDE BOY! WE WANT MORE CHILD ABUSE! WE WANT POOP! WE WANT BLOOD! and i agree.. on to the GIFS!



and what do we have here? some kinda mine cart ride to hell? and those poor children on that ride appear to have their heads cut at the jaw.. SHOCKING!



oh and look at this! on this episode of "preteen mom" a little demon girl appears to be showing off her 4 kids to a few angry neighbors who simply do not approve of her lifestyle choices!



and finally we end with this dapper young chap who appears to be firing small rockets so hard he's shitting out little turds that seem quite impressed with his ability to murder.

now lets cap this post off with a little QA! ( answers pulled from twitter )

Q: how many visual and mechanical changes have been made to the game?
A: we honestly haven't been keeping track but 100s of changes have been made over the years, a lot of the old stuff will feel fresh and new and a great deal of the art will look more vibrant, varied and more squishy. its really impossible to list it and it's still actively happening.

Q: will there be new challenges in Repentance?
A: yes! there are currently 7 new challenges.

Q: is there true co-op ( 2 isaacs ) and can i play online?
A: Isaac will feature true co-op and support up to 4 players, it wont have traditional online functionality but you can def try it out online with steam's "remote play together".

Q: is repentance just the antibirth mod ported over ?
A: no, repentance is the antibirth mod + a ton more content + super secrets + ultra secrets + poop physics. really though it takes the mod and expands on it greatly, ties it into the games story and adds a lot more content over the top that i cant talk about without spoiling too much...

Q: will you be porting more mods officially into the game?
A: no, we have no plans in doing anything like that.

Q: will you be making some of the new repentance characters into plushes and figures like you did in previous kickstarters?
A: for those of you who missed it, we have released official azazel, isaac, Lost and Guppy XL plush dolls via our kickstarter as well as a series of small figurines. we will def be making more of both for the next kickstarter but sadly no, none of the planned characters will be created due to us polling people on what characters they would purchase. next on our Plush list is Lilith and Bumbo, then possibly Keeper and Blue baby. but ill do a post about this when we get closer to the next kickstarter.

Q: i hear you are planning on updating the keeper so he's "more fun", how are you doing this?
A: yes the keeper will get an update, 2 actually.. they wont be ground breaking but they will fix a lot of issues people have with him that feel "unfun". he was designed to be a challenge character like the lost and blue baby.. but yeah, he's getting tweaked.

Q: do you feel like repentance is the definitive DLC to isaac? and does the the game feel complete to you now?
A: yes, isaac feels "done" to me now, in fact it feels like a sequel has been pushed inside Rebirth in a very nontraditional way, a great deal of mechanics and ideas i was saving for a sequel were added to Repentance and its hard for me not to think of it as a new release, kinda like how spelunky 2 built off existing areas and mechanics but didnt reinvent the wheel.. repentance to me feels like a slightly lesser version of that idea, its like isaac 1.9 and i think it closes the book thematically and storywise finally.. so yeah lets call it complete!

GO PREORDER IT!

-Edmund


[ 2021-01-22 21:44:15 CET ] [ Original post ]

Cry me a river...

As some of you know, Repentance will feature a very lush and fun alternate path that runs slightly parallel to the main game. maybe you also know that these alternate chapters will feature a slew of new enemies, bosses and even mechanics that make the game feel super new... and its possible even a few of you remember the initial track we spoiled for the first alternate chapter "Downpour" but ill post it again so you can let it play while you read this post.. i warn you you may feel a bit damp after you do...

[previewyoutube=5lvk80pAGqw;full][/previewyoutube] now i dunno how many of you played the end is nigh, (probably the best game ive ever made that doesnt feature a crying naked child) but if you havent, FOR SHAME! WHAT KIND OF PERSON ARE YOU? DONT YOU LIKE THINGS THAT ARE GOOD!??! but i digress.. turns out the dev team are fans of said game ( such great taste ) and decided to include some enemies from it.. here is Fissure!



look at em go! flip flopping all around the room looking to dive back into the unknown depths below!



but why bother you with this enemy nonsense... you guys dont care about alt paths and new enemies... you just want some sweet sweet items! well im a people pleaser and prepare to be
pleased.





it appears to be an item called Neptunus and it does something something.. i dunno i cant read that chicken scratch, and you aren't reading this anyway so i can probably say whatever i want here and it wont matter anyway cornhole beetle wax isnt orange anymore mama, please hug my fun wrinkles.



oh oh! also i designed this fat thing that pukes!







and finally we leave you with a little boss we call Min Min... she starts out in a really snazzy getup that appears to be the husk of something long dead and salted, but once she does her little turn on the runway she drops that baby and shows it all! her future is so bright, you gotta wear shades! am i right?





Anywho, only a few months go to people! sure hope the world doesn't end by then... what do you guys want to see next? more general posts like this? or something totally different. post your suggestions in the comments! like and subscribe!

xoxo - Edmund


[ 2021-01-15 20:05:55 CET ] [ Original post ]

Genesis II

To punch up the fact that this is not only the final DLC but the definitive isaac experience, the boys at the Ridiculon HQ have redone the title track Genesis one final time.

[previewyoutube=7YKBW1y4sCw;full][/previewyoutube]
for those of you that missed last week, Repentance will be launching March 31st! that means we roughly have 2 months more of dev time then a few weeks of heavy testing before release, that also means its time to lock it down and just finish what we have left of our list.. but... a few days ago we decided we NEEDED to add 34 more unlockable items... dont worry though we are still on for the 31st.

Now on to a little QA section!

Q: how much will Repentance be?
A: $14.99

Q: is it stand alone or will i need isaac to play it?
A: you will need Rebirth, Afterbirth and Afterbirth + to play repentance.

Q: will Repentance fix/change/update X Y Z?
A: Repentance has so many balance changes, visual and gameplay updates and fixes its impossible to keep track anymore.

Q: is the features list on the steam page actually true or are you hiding content from us?
A: of course we are hiding content.. we still go back and forth on spoiling stuff via feature page updates or just leaving stuff for you to find then updating it after launch.

Q: will it come to Mac?
A: No.

Q: will it come to console X Y Z?
A: Yes, the goal is to have it launch on more than one console by the end of the year, probably a lot sooner than the end but lets just say the end so we can beat expiations!

Q: will you do booster packs again?
A: I'm gunna publicly confirm that there will be NO booster packs for repentance because last time we did that it felt terrible when we packed in content to each booster and people complained that we didn't just release smaller boosters every month.. that said im sure there will be bug fix updates and content balance updates post launch.

i leave you with this...



see ya next week!
-Edmund-


[ 2021-01-08 20:00:26 CET ] [ Original post ]

Repentance Release Date!

LETS WATCH!

[previewyoutube=gOaWadhNi0A;full][/previewyoutube]
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
That's right, Repentance will finally be in your hands, hearts and souls on march 31st! me and the team are quite excited for this beast to finally rise from the depths and consume your every waking hour for the years to come, we just want all of its features to be perfect and testing to be a bit more in-depth than our last little release that will go unnamed.

that amazing trailer was done by Alex Hicks and is packed to the brim with nods to the past, present and future... it just all depends on how wide your eyes are when watching and if you have an IQ over like 340.

anyway next week we will get back to the usual blog posts, we have 11 or so left so we gotta make em count! what do you want us to talk more about and spoil without spoiling too much?

hold on to your buttholes!

-Edmnd


[ 2021-01-01 21:04:57 CET ] [ Original post ]

We wisp you a merry Christmas!

Hey there! My name's Vinh (maybe better known by some of you as _Kilburn ), and I handle most of the programming and game design stuff in Repentance, along with a few artsy bits such as item sprites and visual effects. Today I'd like to talk about one of the upcoming characters in Repentance: Bethany!



Bethany is my attempt at giving Magdalene a more challenging, attack oriented counterpart. At first she was a white mage type character with an entire set of holy themed spells and a mana counter that would fill up with soul hearts, but I quickly realized that was way overcomplicated and she eventually shifted towards a more exorcist-like archetype, catching souls and using their power to defend herself.

When playing as her, soul hearts will drop more often, but instead of granting health, they count towards a new "soul charge" counter, adding 1 charge per half soul heart. Active items will then draw from that counter when used on an empty or partial charge. This allows you to use your active items more aggressively while still saving charges for when you need them the most.



She also starts with a neat active item: the Book of Virtues! When used, this book spawns one wisp familiar that orbits you, blocks shots, and fires low damage tears. This might not seem like much but...



...this wisp will also follow you between rooms and stick around until it dies! Which happens whenever it comes in contact with an enemy or gets hit by too many projectiles. This means if you play carefully enough, you can end up with a whole bunch of wisps lighting up the room while protecting you.



If you've already experienced the Antibirth mod you're probably thinking "wait I know this character, she sucks, no one wants to be stuck with the same active item and no devil deals for the whole game!!!". Well you got me, I lied, the Book of Virtues isn't quite an active item. Check this out:



That's right, when you pick up any active item, the book will open up and the item will combine with it, allowing both to be used at the same time! You can still swap active items as normal but the Book of Virtues will always stay in your active slot and attach to whatever's in there. Losing your active item, for example after activating a single use item, will simply result in the book reverting to its closed state.

On top of it, many active items will grant a unique effect to the wisps they spawn, which either compliments their original purpose or brings them in a completely different direction.
For example here's My Little Unicorn in action:



As a general rule you can expect items with a short cooldown to produce fragile wisps that are easy to lose, and items with a long cooldown to produce sturdy wisps that stick around for longer.
As for single use items or items with no cooldown? Who knows? Anything is possible!

Okay fine, how about this:



Using How to Jump offensively? Nonsense!!!

I'm very happy with how this turned out (thanks for the design input Edmund!) and I hope this will be a good incentive for you to give some of your least favorite active items another chance!

Of course, keep in mind things are still subject to change before release.

Repentance is coming along well and I really appreciate how understanding the community has been. It will be worth the wait. You guys rock.

Until next time!



[ 2020-12-26 02:08:14 CET ] [ Original post ]

Repentance in Style

Uhhh hey, is this thing on? Nevermind, it is. Silly me.

Hi there, I'm Not Your Sagittarius (or Sag, for short). You might know me as the lead sprite artist on Repentance. Or you might not. Either way, I'm in this weird phase of existing and not existing in some peoples' eyes. But let's get right to the point - those monsters and bosses full of mystery and personality, that stinky green floor that disintegrates noses upon entry, returning characters
and other things looking cuter than you last remember them and so much more? I'm the one that makes all the art for them. Or... most of them anyway. My two hands could only do so much before they get occupied for other things.

But enough from me! In this blog post I'd be happy to show you an insight in the process of what I do as a sprite artist.

Before an enemy gets its invitation into the game, we start with a discussion of what kind of enemy to add, and for which floor. Either that or Nik drops his 51st concept art onto the table. Sometimes it's not always him though - I make concept art too, though despite my artistic background it's not Mona Lisa grade at all.

The usual routine for making an enemy or boss is simple - one of us draws a concept laying out what it does, then I take the concept and make the sprites for it, and finally Kil adds it to the game. Of course, more complex monsters takes more time.

Here's some concept art I made for two mucky new additions to the Dank Depths - something I'll go in "depth" later! (please get the joke...)



Fairly simple enemies while you're still in the early game, the Butt Slicker is a devious variant of that one enemy you forgot existed, now stickier and shares a mob mentality with other Butt Slickers!



Messier than their bloodied cousins, the Sticky Leaper hops around spreading their tar and making messes around the battlefield!



Now I'd like to talk about visual changes for Repentance. If you haven't noticed yet, many of the characters and monsters have been getting beauty treatment. That's right - characters like Blue Baby are getting visual upgrades - not only for costumes but for the thing you'll see 70% of the time in your run - their hair. I made sure every character gets a free bottle of shampoo. It seems to be working wonders for the characters with hair. Not sure about the bald ones, though.





As for bosses and monsters - this is an interesting topic I'd like to talk about. You might have noticed Fistula getting a visual upgrade - and it does not end there. I'm retouching as many bosses as I can and bringing back details from the flash version that were lost in translation and a little more.
Say hello to the new Gemini.



With a little guidance from Ed, I'm also upgrading some visuals for the monsters you've known from Antibirth. Here's one you might be familiar with - the Whipper.



As for floors... I've given it some thought to revamp some of the afterbirth alts to enforce their theme a little more. One floor in particular is the Dank Depths - I've completely remade it from the ground-up to tailor to my tweaking. It's more or less the same dank depths you know and love (or hate), but with some much added detail to bring out its mucky theme. By working with Kil we've made the dank depths more danker than it ever was. Check out the difference!



There's still a lot of work I have left to do for bringing new monsters into the world of Isaac as well as making everyone else cuter, but I'm enjoying it all the same. I'm so excited for you guys to get your hands on this! I made sure to puts lots of love and care into every sprite in
the game.





Now if you'll excuse me, I'll get back to drawing girls.

...right after I play Isaac and laugh and die horribly to the _____ ____ for the 7th time.


[ 2020-12-18 22:37:10 CET ] [ Original post ]

Needles, but not Needless

Hey it's me, Nikola Antibirthdesigner, I made 3 million levels and Baby Plum. And as the guy who makes the rooms for Repentance, I am very fond of enemies and making new levels with them by pressing buttons on my mouse a bunch of times.

Because of this, Edmund has generously threatened me into writing about all this in today's blogpost. Let's not waste any more time and start with the first enemy I wanna talk about.


**Needles**


Originally made for one of the booster packs, the concept of these enemies is simple; they're just mini-pins that try to get ya by jumpin' around the room.



You'd think "This is no big deal! I've beaten Pin a few thousand times before, how is this supposed to be a difficult enemy, huh!" Not a bad assumption actually, but they DO start being a problem when there's like 3 or more of them in one room along with other enemies you gotta deal with.



Keeping up is especially difficult if you're a beginner, but where they truly shine is when you've had thousands of hours in the game and are on auto-pilot 'cus you have approximate knowledge of all the rooms in the game. Unlike most enemies in the game they do not make their presence known as soon as you enter the room, not even a puff of smoke when they spawn.



So if you come across a room that looks pretty generic like you've seen it a hundred times before, it might have one of these suckers dive bombing at you.


**Holy Eyes**


I know I know, everyone reading this is sitting on their seats foaming at the mouth screaming "Come on! Where's a guy gonna get some Four Souls stuff!" Well you're in luck, we got another brand new enemy in repentance based off this fancy Four Souls card!





Wow! What a Great Card probably!
When making rooms, a good enemy dynamic is having monsters that attack you when alive for a while, and monsters or obstacles that distract the player so that the other monsters get a chance to do their thing. The Holy Eye is a Cathedral enemy that's an example of the former. When it does it's attack it'll surely make the player move their ass anywhere they are in the room, which is good 'cus then they might dodge into another enemy's attack.



Thanks for the gif, Vinh. Hope you get some sleep after I make you record these gifs at like 3AM.


**Bishops**


Another returning favorite from the Antibirth mod, this time with a new look! This is a stationary enemy that protects every other enemy in the room, so the player has no choice but to focus on him first and then everyone else. A great example of a "distraction enemy", the only way it could be more distracting is if it came out of your screen and robbed your house.



Vinh also gave them a new self-defense attack that doesn't look too bad, but you'd be surprised by how tricky it can be to dodge in some room layouts.
(Just ignore the fact that they attack in the cardinal directions despite being bishops)


Well it's the end of the blog post, and last week Tyrone shouted-out a random song he found, so this week I'll keep that up and shout-out this


That'll be all from me, enjoy analyzing those gifs fellas, I'm going back to my cave.


[ 2020-12-11 23:06:39 CET ] [ Original post ]

The Binding of Isaac: Repentance, OST Preview: Juggernaut

I'm back for more, are you ready? This week we have another preview of the gorgeous soundtrack from The Binding of Isaac: Repentance. By the way, did you already add it to your wishlist, you should because *maybe it'll have a pre-release little discount that you'll want to take advantage of.

In last week's episode McEdmund took over this glorious blog to show yo some new stuff for that game you like so much. This week you get to enjoy Juggernaut, the ultimate boss alt song.



Edmund told me it's got a ton of action and has some really good feel. But I also asked Matthias and Jon--you know, the guys who make the soundtrack. According to the east coast due who clearly enjoy each others company (as evidenced by the joyful rhythmic underpinning of this entire song), they tell me it's got a bit of sparkle and even an iconic melody laid over the top of this one. Edmund threw Ridic a bone and let them take a drum solo during this boss fight theme. This shows the depths of the Santa Cruz native's humanity and empathy.

In other news, I'm not a musician, but I can play the piano with my right hand. I can tell you right now this might be my favorite boss tune. It has a good beat and the rhythm is just right for the pace of some of these wicked bosses we're putting together. It's the exact accompaniment you need to fight, ___ ______ and ______. (Sorry, Edmundo wants redacted named, but I was gonna give it to you)

Bonus fun, Free Ridiculon discography to anyone who transcribes the rhythmic puzzle at the end of the track!

Before I forget, here's a gif, because I know why you're here...



Lastly, 1000% unrelated to Repentance, 5PM by Chris Kogos autoplayed while I was finishing this new post for you. I thought you'd like to know that because it's the kind of person you are. Give it a click, you can thank me now.


[ 2020-12-05 04:33:44 CET ] [ Original post ]

Holy Moly!

Well hello there strangers, its me Edmundo McChaos and I'm here today to do one of those blog post updates about that new fangled Isaac DLC, Repentance!

some of you may be wondering... what the hell do you do anyway? aren't you that asshole who cuts and runs with all our hard earned cash? well sure, but i still do game dev stuff! when it comes to my work on Repentance not only do yell at Vinh about how much i hate those rolling meat things from anti-birth BUT i also act as director of this whole project! that means i get to be vague with my designs and then scream at the team when what comes out isn't to my liking!

but i digress, lets stick to the topic and give you guys what you want! and what would a blog post i make be without huge fanfare right? "spoil items!" they type at me on twitter, "no one cares about the people who made this dumb game! we want to see new enemies!".

well you win.


THE SPIRIT SWORD!



those of you who played the anti-birth mod may remember this glowing fan favorite.. well its back! according to google it appears to be a reference to an "American heavy metal band from Austin, Texas. Formed in 2003" or something.. i guess the team are huge fans of this band and wanted to pay homage to it with this amazing item (now with new combos!). lets check it out in action...





wowza wasn't that cool? I've honestly never seen anything like it in a video game, just an example of the originality our amazing team is bringing to the table folks.. but enough about them.. lets talk about ME!


DIVINE INTERVENTION!

this neato new item appears when you double tap one of the fire keys, yep that's right, we are breaking all kinds of rules now
! so yeah, when you double tap, out comes this super pretty, angelic shield that not only reflects bullets but can also reflect brimstone attacks! lets watch...



ARE YOU SEEING THIS!!!!!? chew on that for a little while.



done chewing? well swallow it down because i got one more tease for you and its huge and bony!

HOLY BONY





its been said that at some point i may have mentioned wanting to make holy and tainted enemies in repentance in reference to that Binding of Isaac card game that came out a while back.. well i was thinking maybe new champions or something easy, but these guys took my idea and turned it into actual new enemies with their own graphics and attacks!! insanity i say!



what a big boy! you can now find these guys wandering the cathedral along side a few other holy enemies that ill let other people spoil because its dinner time and my daughter sprained her ankle yesterday, meaning i need to carry her around all day like that trash man used to carry around Oscar the grouch back in the 80s... oh i forgot to mention this post is angel themed, so you'll find these items in angel rooms, and you said angel rooms sucked! well you know what, YOU SUCK!

now leave me alone!

toodles
-Mr. Doom (& gloom)


[ 2020-11-28 20:06:41 CET ] [ Original post ]

An Interview with Edmund McMillen: The Story

Welcome back back again again!

If you were here last week, you know we were in the middle of interviewing Edmund. If you werent here... well, now you know, too.

This week well continue with more questions for Edmund and find out more about his growth as a game developer and a game creator.

What kind of work did you do before you started making games?
Edmund:
Tons of jobs since I was 15. My first was at the SPCA, cutting stuff around there and doing manual labor for a summer. Right after that I did cameraman work for a show that was on public access. I enjoyed that a great deal. I worked in a factory with my dad; they made pieces of washing machine parts. I worked at Blockbuster for a year, GameStop on-and-off and the other things it becamedifferent iterations on-and-off for many, many years. I was still working at GameStop if I needed money; after Gish had won IGF, I went to doing that part-time.

How and when did you start designing games?
Edmund:
When I was sixteen, I started making comics, then I started making games in the Duke Nukem [engine] with mods. I made a lot of stuff with Duke, Doom and Quake in the later years. Then I was making games with Klik & Play. There was a game I made called Build the Lower Intestine. I dont remember what it was called, but I used to make pretty in-depth games with this weird ASCII editor.

[NOTE: At this point in the interview Edmund has another negotiation with his daughter Peach. Im still uncertain who the better negotiator is yet, but given that Peach is 1/10th of Edmunds age, she has the clear advantage.]

Are your life experiences intrinsic to your game design?
Edmund:
The games that I make are pieces of my life reworked. Ive found a way for people to experience little bits and pieces of who I am by putting them in interesting game design.




Whats your first game that you say is my first game?
Edmund:
Dead Baby Dressup! was my first game. I didnt think it was a game. When I was making games in high school, I remember thinking if I could make a game, I could join a studio and thatd be something I want to do. But I also remember thinking that there was no way, because Id only be happy making games at a studio if they would listen to my ideas... and no one was going to listen to my ideas. There was no way anybody would be down with the stuff I wanted to do. I thought at least I could make cartoons or do animation or something. I was leaning towards 2D and 3D animation at the end of high school. That seemed to be my only real option. Truthfully, I didnt want to go anywhere; I didnt want to work for anyone. I wanted to figure out some way that I could do it myself.

In my sophomore year of high schoolor maybe even freshman yearthere was a guest speaker named Clay Butler. He was a local cartoonist; he had his own comic strip under syndication called Sidewalk Bubblegum. It was a political comic strip. He had multiple animations that played on public access as well as Spike & Mike's Sick & Twisted Festival of Animation. I felt like no one gave a shit except me. I was like, Oh my God! I was in awe. He was like a movie star to me! I was enamored by this, and the idea that it could be his job. He talked about it, that he didnt make a lot of money but he was really happy and creatively fulfilled and that sounded like the most amazing thing in the world. I just want to do anything and everything to get a little closer to where this guy is at. All I want is this guys creative life.

Even now I feel envious of these crazy artists like Tonettasomebody who can really just make art all day, every day, and never worry about the financial aspects of it. Be himself, unbridled, and let the creative juices flow. Im not going to complain, because I feel like the compromises Ive made are very slim.

I didnt think Id be doing the Repentance [development], but its been one of the more enjoyable experiences Ive had. Same with Mew-GenicsI didnt think Id ever get to work on that again, but Im pretty proud of where its going.




For you, whats the sweet spot of your game dev and your art?
Edmund:
The original Isaac, where it was super simple. It was just me and one other person. No expectations, no real profit is being thought of. The last game I made like that was Fingered. And thats the reason why I continued to work with James and made Bum-bo; it was such an easy, effortless experience that I enjoyed it.

I would love to do that and get back into just making a bunch of small games that dont matter but are creatively fulfilling. I feel like in order for me to grow and not stagnate, I need to have fun and be able to make goofy stuff that is worthless, because then I can learn. Its like sketching or drawingIm still designing and still kind of innovating.

If Bum-bo had come out a year or two after its conception, it would have blown the minds of a lot of people, because it would have been like Slay the Spire before Slay the Spire. That didnt happen. Creatively, I need to dive into the black unknown and pull some things out of there and take a leap to be able to get something out of left field like Isaac or Time FCUK.

What's your value in game developer and art?
Edmund:
My value is in my theme and game design. Thats my high true value. The only thing I can do differently than other people. Design and theme isnt something that can be quantified. You cant put it against someone else and see whose design and theme is better. All designers hit the ceiling. I feel that the level design from Celeste can give me a run for my money in terms of level design, and I feel the same way about Spelunky. There are so many of us at that level and you dont really go higher than that. Game design goes to a certain point.

But when you talk about theme or the richness of how theme talks to design, how design talks to art, how art talks to story, pulling everything together into one cohesive theme... its limitless and cant be ranked or put against something else. The reason why Im good at that is because Im telling bits and pieces of who I am, and I try to stay true to the things Ive experienced and be as honest as possible. And in the process, Ill produce a unique experience, because its a piece of my unique life. Thats where I feel my talents lie, and my ability to speak through it in an abstract, artistic way.

When it comes to art, Im to the point that Im literally hiring the kids that were fans of me 10 years ago. [laughs] Because theyre better than me, they do my art better than I do. I could throw ten of them at you, they all grew up with my work and they can draw just like me, but better. Whats interesting, too, is that I feel more comfortable working with fans of mine, because theres an understanding of my work that I cant explain with just words.

Before we get into Isaac dev, do you have some memorable kid stories about games?
Edmund:
I didnt get an NES until I was 10. I was the last kid on my block to get one. I lived next door to my realtor, Alma, for a few years. That block was full of kids who were actively trading and borrowing NES games and trading information about said games. Carlos had an NES; he was my closest friend on the block.

And I remember vividly that when Mario 2 came out, I thought it was the coolest shit ever. I didnt have an NES yet. I faked being sick, stayed home from school. I broke into their house and went in and started playing for a while. I remember playing the hell out of it. Then his mom woke up and came out yelling at me, What the fuck are you doing in here?!? I remember running away screaming. She vividly remembers, too, which is funny to bring up when we bump into each other so many years later.

For my 10th birthday I got an NES, finally. Things were already bubbling for Super Nintendo at that point. The cool thing was that there were already a lot of discounted games at that point. I remember there was a game called Werewolfit was a piece of shit, but I loved it.

That era of games must have made a real impression on your future game design career, whether you knew it or not at the time.
Edmund:
Yeah, Mario, Zelda and Mega Man were significant. But Super Mario Bros. 2 was the most significant for me. It was a game where I really loved the design overall, but it was the character design and the world that I really liked, the multiple characters. It really felt like they were telling little stories with the characters; I thought they all had a uniqueness to them. It felt weirder than Mario Mario and it had so much character. If you look back now, a majority of the standout characters came from Mario 2.



You know the origin of Mario 2... that there is a different Super Mario Bros. 2 in Japan?
Edmund:
Yeah. Doki Doki Panic. Wasnt their SMB2 just hard Mario 1?

It was pretty clever to skin Doki Doki Panic and make a whole new game with these really colorful characters.
Edmund:
Dont forget Luigi, Peach and Toad. All of those characters were made from this game that wasnt originally a Mario game. The fact that people think that Toad is a strongman little guy that can pick anything up comes from that game. Princess Peach being able to fly, even Luigi being a weird oddball... it comes from that game, where they made him thinner and taller.

Castlevania was another; I loved the gothic and movie monster theme. The furthest I ever got was Death. I could never get further than that. Zelda was the most magical; it felt like a living game. We didnt have the Internet, so nothing was spoiled. Kids would go around burning trees for days until they found a secret. All the greats. Its not like I have some niche game that influenced me more than others.

I loved Mega Man, not because of the design. I dont necessarily think that the controls and general design of Mega Man were very good. It was so fucking hard. I think the appeal is in the robots. Its a traditional samurai movie game. Youve got to go kill the samurai, and with each one you kill, you gain a skill. And they just abstracted that into this cool thing. Im not even into robots, but I could dig Mega Man because it kept it organic and kept it unique.

The NES era was major. Me and Danielle collected NES games for years before it was a thing. We had 452 NES game cartridges. I had to sell them to make Super Meat Boy. I sold all my stuff to do that. It was fun collecting and it was fun playing, but it became a hassle to move; it was insane.

Any random games that were memorable?
Edmund:
The most obscure games I actually enjoyed were Shadowgate, Deja Vu and my favorite was Uninvitedit was like a more horror-oriented Shadowgate.



I know you liked Sega CD, did that inspire or influence your decision to prototype Camdrome?
Edmund:
Yeah, for sure. That and stuff like Night Trap. I really liked how weird and kind of creepy some of those digitized videos looked; it made them look creepier. That might be why a lot of people thought Night Trap was worse than it really was, because it looked creepy.

The Sega CD was a way for me to play PC-style games, because we couldnt afford one. We didnt get a PC forever. I had the 32X, too; the shittiest of the shitty. The only game I ever had was Doom. And did you know that it wasnt even the full version? It was the shareware version, not even the full version of Doom. I beat it and theres no cyber demon. Wheres the spider? It just ends after the first chapter! It was so fucked and the most disappointing thing in the world, because it had taken me forever to get all the components to hook up the 32X to my television. When I finally did, it was a week after Christmas and I finally beat it. Wheres the second chapter?

And after 32X? Any inspiration there?
Edmund:
I missed the PlayStation; I never owned one. I had a PS2. I loved my PS2it had a lot of great games. I had Nintendo 64. I sold the 32X, Sega CD, Genesis and all my games to buy a used Nintendo 64 and Mario Kart. I eventually started buying other games. I would play Mario 64 on the demo kiosk at Sears. I did play a shitload of video games, but they were not as significant in my life as movies and music. For me, growing up... I liked playing video games, but music was huge for me. Music was more of an artistic influential thing. It was my number one, and moviesespecially horror movieswere number two. Then games.

I was alone all the time, so I got into whatever I wanted. I was walking the railroad tracks when I was seven or eight years old for porn. There was an adult bookstore called Frenchys, probably 10 blocks from my house growing up. People would buy stuff there and rub one out on the tracks and leave their material there. I remember some of the first boobs I saw were stuck together and had to be pulled apart to be seen.



So what music was an influence?
Edmund:
Guns N' Roses and Nirvana. I dabbled a bit with Beach Boys and MC Hammer and a little C&C Music Factory. I remember really getting into R.E.M, Nirvana and Guns N Roses. I really like the grunge era. And yes, Smashing Pumpkins Siamese Dream is probably my favorite album of all time. That album was phenomenal.

Did you ever see any of your favorite bands in person? (Aside from Matthias band?)
Edmund:
I could have. Its one of my biggest regrets. My dad was a bouncer at a local club here in Santa Cruz, The Catalyst, which was a really big venue for rock bands in the 90s. So my dad saw Nirvana, Pearl Jam... he used to get me autographs, but I was always too scared to go because I was only 12 or 13. The whole grunge scene was the opening into everything, and I dove deeper into weirder stuff like Butthole Surfers.

Nine Inch Nails?
Edmund:
I appreciated the rich themes in Broken and The Downward Spiral; those are things I always strive for in a video game. That sort of rich theme that flows throughout the game that tells a story.

The one thing that makes me different is that I want the experience to be more like a song. At the surface it feels more open to interpretation, but its more about setting a tone. You set this tone, you say a few words, you throw down a few images, youre painting this abstract picture that doesnt necessarily tell a story, but it evokes a feeling or experience. That has more value than traditional storytelling to me. I feel like I learn more about that through music than traditional media and the way video games do it.

Its very clear with the new Repentance music that its going to lend a very specific feel for the game.
Edmund:
Im super happy with everything, its crazy. When it comes to most tracks, Im the only person to check it out and Im very critical. But with this game, I feel a responsibility to check with Vinh. If its something for one of the alt areas, I want to make sure its to his liking. But were very much of the same taste.

How would you describe his understanding of music?
Edmund:
Its always a little surprising to me. Usually, most programmers Ive worked with dont care about the other disciplines, but he ventures into each one of these things, so he has an opinion about stuff and he has feedback, which is always helpful. The only way to get better is to have someone I can bounce ideas off of and make sure Im not being lazy. My laziness and Vinhs perfectionism balance each other out.

Youve worked with us for a long time. What are the differences you see in young programmer/designers like Adrian, Tyler and Vinh?
Edmund:
Tyler and Vinh are similar. Tyler is obviously a very skilled programmer. Hes making his own engine, hes also a designer... but hes not an artist, so he doesnt have an opinion on that. Those are his allocated stats.



You and Tyler went with a remaking of famous classical songs for The End is Nigh soundtrack.
Edmund:
Tyler researched the songs and chose the majority of the music.

My wife loves the soundtrack. That soundtrack is fantastic; were going to produce the audio CD and vinyl next year for The End is Nigh. But the whole game is fantastic. The game as an experience stands as one of my favorite games of all time, all these amazing things together. Its such a great game.
Edmund:
Well, thank you. I agree, and I dont always agree with peoples opinions about my games. Every year around the anniversary of a game I release, Ill play it again and see how it stands up and what I would have done differently. And The End is Nigh is one that I enjoy every time I play it. It feels like a game I didnt make, but one Im enjoying. I get why its not for everyone because its difficult, but its definitely my best work and the most cohesive, even though development was difficult because of where I was mentally and emotionally. It really flowed out, it felt effortless. It was a difficult but rewarding experience. I learned a lot about myself in the process. Im glad it got made.

Are you able to separate the game and work from the difficulty in your life, then?
Edmund:
It does feel like its not part of me. Usually it feels like its removed from me when something comes out. When Im playing it, I dont think about the development and what it means; Im playing the game and I experience the game from a players perspective.

Youve spoken about messages youve received from fans about how your games have helped them get through difficult times in their lives. Are there any games or experiences that did that for you?
Edmund:
I remember playing Pokmon Blue when I was having problems. Playing Game Boy games when I was a kid while driving from Santa Cruz all the way up north to the McMillen house. I knew I wasnt going to have a good time and it was going to be awful, and I was going to escape the awkward conversations and I was going to feel like an outcast. I was able to escape the drive there and back. To have my Game Boy when I was younger, and even older... to have it around when I had terrible stomach pains was a lifesaver for sure.

Isaac is semi-autobiographical and you put some of that into Repentance and other parts of Isaac.
Edmund:
I think by far Isaac is closest to an autobiography and most direct. And the more time that passes, the more it feels like that. In a lot of ways, since you get to see all the spoilers and secrets, having had a daughter who is now the same age I was when my parents got divorced, I feel like Im able to say more, and have a better perspective on situations. It was more appropriate for me to be able to speak to the relationship between Isaac and his mother, and between his mother and Isaacs father.

Does your family know your relationship with Isaac?
Edmund:
I dont think so. They dont play video games. But I know my dad knows the games theme is religious, and he appreciates that its religious. He installed it on some of the computers at his church. I remember telling him its kind of critical of religion, though. To him its OK, by the book.

Initially, Isaac was definitely me talking about how I struggled with religion growing up: what I believed, what worked for me, what didnt, and the influence it had over me creatively... and in general, still to this day. As time passed, it became more of a personal thing about how I felt as a kid. Now its become more like talking about a poor family, a broken home and what happens to a creative kid who already feels like an outcast in a family that falls apart... in a world thats falling apart, with nothing to hold on to except religion, with the hope that something good might happen eventually.

Weve seen people relate to it from a dark place, but other players are able to enjoy and experience Isaac in another way
Edmund:
When The Binding of Isaac came out, reading the description, people wondered why anyone would want to play it. And its been almost 10 years, so some people dont see the different references. They dont see the naked child, the child abuse. Its just a video game, its just Smash T.V., and thats the magic of video games. Something becomes part of the streaming culturewhich is cool, to get to that pointbecause its a fun time-waster, and they dont even see the story, the theme, the content, the M rating, the stuff that goes off into some other territory.

How does that change with Repentance?
Edmund:
It was already serious before, and itll strike a chord with players. Were closing the book on this, and I want to close the book hard. Its not going to feel like a significant ending to Isaac if we dont close it hard. I feel like Repentance has closure. It feels neat.

Have you thought about Isaac 10 or 20 years from now, how it will affect players and designers?
Edmund:
Maybe well do an ultimate version for the consoles 10 years from now for the 20-year anniversary.

Is Peach a fan of your work?
Edmund:
She knows I make games; when we were playing Spelunky, she thought I made it. When my nephew was really young, he thought that everyones uncle made games, because I knew everyone who made the games he was playing. He felt like it was a really small world. I was trying to be the cool uncle with my niece, when she was into Minecraft and I was telling her that I know Notch. And I told her, I could totally have him give you a call or record a message for you. She asked if I knew DiamondDanhes a streamer she likes.

Im sure its like that with Isaac. There are probably kids who play Isaac and their entire life might be Isaac, and the parents might offer to get a hold of me and the kid just wants NorthernLion.

So were just about done with Repentance development, then its Mew-Genics after that. Does Mew-Genics take place in the Isaac universe?
Edmund:
It definitely takes place in The End is Nigh universe. Everything I made takes place in the same universe. All the games Ive made since Aether take place in the same universe, a cohesive universe.

Isaac has to take place before The End is Nigh. And Time FCUK
Edmund:
Of course. Time FCUK doesnt take place in time. And Time FCUK takes place in some abstract stasis. At the end of The End is Nigh, you see that Steven is time, hes the man on the world who turns it to make the days pass. Steven is more of an abstract concept.



What are you really happy about in Repentance?
Edmund:
As a fan of Isaac, going in to play it, the first thing that a fan will be pleased by will be the attention to detail. Theres a surprising amount of little details in the Flash version that were left out of the later versions. They seemed insignificant at the time, because there was so much you guys added to Rebirth and it seemed great to me. We went back through and spent four months updating the game with tiny little details. Ill say that all the old stuff is in. Fans will remember these things that havent been in the game for a long time. And there will be a shitload of new stuff thats akin to that.

Theres a ____ _____ ____ thats in ___ ____ and its ______ ____ _. You have a _____ of ____ and its _____ across_ and its _____ and _________ and doesnt ____, but its one of those _____ things _____ that will _____. Its one of those little things. That happened a lot in the Flash version. I think with Repentance, superfans will really feel that the world is even more alive. And little things that creep up on people, or really rare stuff that creates this illusion that the game goes infinite.

When I play Repentance, it feels like a new game.
Edmund:
Have you played ____ __ _____? It changes the game.

To me, Greed was revolutionary, but now it feels like a bonus mini-game compared to Repentance.
Edmund:
Now, yes, I would agree. It feels like a mini-game within the game. People wont expect whats coming with Repentance.

I was going over parts of the game with the guys, and theyre going through and adding what you and I like before we even ask. It goes back to your point about working with fans.
Edmund:
I know what players expect, but they dont expect whats coming. Its insane. I can guarantee that, and no one expects the amount of story and theme that will go to close. Theres a lot more going on.

Players are expecting the expected, but Repentance is really The Binding of Isaac 1.9. Its as close to a sequel as we can get.
Edmund:
I was going to say, this could be Isaac II. With Repentance, I think players will shit and realize what is going on and realize how much there is to do. There are players who have the three million percent.

There are players who have three million across multiple platforms!
Edmund:
The thing is, I want people to know that ______ _____. We dont not want to ____ ___, but when the time comes soon, when we do a release trailer were going to ____ ____.

We can post that when we get closer to release here. Players still send us screen shots and its in thousands of hours, and theyre going to double and triple that.
Edmund:
[NOTE: Edmund gave a really good answer here and I had to redact the whole thing. Im sorry. This will go in a dev post later.]

Thats it for now! Well be back with more info on 2020s best game of the year. Youve been patient with us and itll totally be worth it. Were saving a lot of the best content for you to discover. x0x0

(NOTE: We have not confirmed the year, month, date and hour of the best game of the year. If you didn't already figure, the GOTY 2020 was lighthearted hyperbole. more xoxo)


[ 2020-11-21 01:07:45 CET ] [ Original post ]

An Interview with Edmund McMillen: The Prologue.



You know Edmund, you play his games, youve read his interviews. Like other members of the Isaac team, we wanted to give you an even deeper insight into who he is and what made him the game designer, husband and father he is today.

Theres a lot to go over with Edmund, and I want you to enjoy every answer, anecdote and story he has to tell, so were breaking this one into a multi-part interview, covering a lot of his past, his upbringing and his origin as an artist and game designer.

This is just the entry into the interview. I hope you enjoy it, please be sure to talk about it and discuss. And if you have questions for him, HMU on Twitter or just go directly to Edmunds Twitter.

Lets get started...

Whats your name?
Edmund:
Edmund McMillen.

How do we know thats your real name?
Edmund:
You dont; you could be fabricating this whole interview.

I didnt think of that. But this interview is real. Start the beginning for us.
Edmund:
I was born in Santa Clara. Just about 20 minutes from Santa Cruz.



Tell us about your family.
Edmund:
My parents were together until I was five. [My dad] is a preacher. I have a relationship with him. Its gotten better in recent years. We have a respectful relationship where he doesnt push anything on me and Im not critical of him. We both live our lives and check in on each other once or twice a year. I send him pictures of my kids and ask him what hes doing. Its nice. We had a difficult relationship when I was younger, but its become a mutually respectful, adult relationship as of the last seven or eight years.



Is your mom religious, too?
Edmund:
My mom grew up Catholic, but I would say shes not very religious anymore. But my grandma was super religious, very Catholic.

Your Grandma Rodriguez, I love her last name.
Edmund:
[Laughs]

To make Isaac you must have had some understanding of the subject matter. Where did that come from?
Edmund:
Grandma. I had seven years of catechism. I stopped at confirmation. That was the year that I told my mom in the drive-thru at Burger King that I wasnt sure that I believed in God and I felt it was disrespectful to continue to go to catechism when I didnt really believe what they were telling me.

How did she take it?
Edmund:
Very badly. She cried before I got to order my Whopper.



Did you stop going to catechism?
Edmund:
I think right after that I said I wasnt going to do it. She had a fit about it for a bit, but then eventually warmed up enough for her to stop bothering me about it and didnt force me into it. Its one of the few things I put my foot down about when I was younger and said, I think Im old enough to say I dont want to do this anymore. I stopped going.

I also did a summer of Catholic school. That was terrible. That was back when the nuns would hit you and stuff...

[Peach enters the room. Edmund and Peach proceed to negotiate. Peach wins.]



You started your art very early.
Edmund:
I think by kindergarten people started saying I was good, so I wanted to do it more.

Some of the fans who are reading this, they may not know about the talk. It involved a teacher expressing concern to your parents regarding your art. When was the talk?
Edmund:
Third grade. I just relived it recently because Ive been taking Peach to that playground. Since school is closed, its the safest park. Most of everything is exactly the same. And I walked by the place.

Her name was Miss [Redacted] [not actually her name]. It was her first year of teaching. She had the most hellish boys in the classthere were some rough ones. For whatever reason she really hated me and had it out for me. She had multiple meetings with my parents and tried to convince them that I was completely disturbed and I needed to be mentally evaluated because something was wrong with me. To the point where they gave in; they had me evaluated. They also had me tested, [and it] turned out I did [have something wrong]. I found out I had dyslexia, because some red flags went up for certain questions.

[So the] tests come back. Im not disturbed, I have dyslexia, but it turns out Im actually really smart, which angered her. Shes totally convinced somethings wrong with me, that I shouldnt be in the class. She just hated me; I dont know what it was, but she had it out for me.

After that happened wed always play kickball. It was the last part of the class, but for some reason I really wasnt into it. I remember I was a big fan of red rover. The year before that, wed get to do that quite often. I was trying to plead my case and get her to alternate between the two games. Something other than kickball. Then she started mocking me in front of a group of girls: I dont want to play kickball! [Note: Edmund does the best whiney shrill voice at this moment.] I was so pissed. I got so pissed and I yelled at her, YOU SHADDUP!

Instantly she turned red and looked evil. She grabbed me by my arm and she dug her nails into my arm. She slammed me up against the wall while these girls are watching and yells in my ear, DONT YOU EVER DARE TALK TO ME LIKE THAT AGAIN! And then she pushed me, walked away, then I splitI left school. I just made a beeline to the exit and waited where I knew my mom would come to pick me up. I showed my mom, I was bleeding from where the teacher had ripped me open. They had to call the authorities and the lady was fired.

The first part of your story sounds like a scene from an Adam Sandler or Seth Rogen movie, but then it turned into a Stephen King story.
Edmund:
She was a horrible woman; she was totally, totally gone. She was young. When I was little she looked old to me, but my mom always referred to her as young.



Thats an easy way to make a child permanently dislike school
Edmund:
For whatever reason, I had teachers who either hated my guts or really liked me. It was love im or hate im.

Fifth grade was the first time a teacher was super encouraging, but the bad thing is theres a chance he may have been a pedophile. Because in hindsight theres some weird stuff. He would get the kids to run faster by goosing [them]. But he was the nicest guy in the world! He was an artist himself and super encouraging. Wed listen to music together like REM and Queen. He brought an NES and let all the kids play an NES. The more I think about it

Was this before or after the candy?
Edmund:
Looking back it was weird, but the other boys... later in life they would ask if I got invited to sleepovers at his house and laughed. This was like the coolest guy in the world, one of my heroes, but maybe he was just grooming me. But he liked my work and was very encouraging with my art. He was really into Mad Magazine and let me borrow them. Inside was a very graphic R. Crumb comic.

I had a good teacher in second grade, though, a Japanese dude. I was very hyperactive and couldnt control myself. I cant remember what I was doing, but I wasnt doing the right thing. I was always bored, always doing something in my head. Maybe talking to myself or singing like Peach does.

He was the first person to come up with a weird game plan, but it was so simple and worked so well.

Each quarter of the year, you could go to the principals office five times and if you went more than that youd get suspended. And I always went five times and stopped. I got five times really early when I met this guy. I remember throwing some kids backpack down a hill and breaking his glasses, before he and I became friends.

So this teacher put me on this thing where hed write me a note at the end of the day, Edmund had a good day with a stamp on it and I could show that to my mom. That was it. Simple. I wanted to collect as many slips as I could. And I remember my mom and Grandma would try to come up with, If you get [this many] slips you can get something. But I remember that didnt really matter, because I just wanted the stamps on the strips of paper. I still have a bunch of those.

So then you get into middle school?
Edmund:
Sixth, seventh, eighth I went to New Brighton Middle School. I had hit puberty. I was only kind of bad my freshman year there, sixth grade. I was in the principals office a lot. At the end of that summer of sixth grade, I hit puberty and mellowed out and I wasnt hyper and insane anymore. I was more depressed and reserved.

By the end of middle school and nearing high school, you must have been getting quite good at drawing. If you were like me, you were probably just drawing as much as you could. Did you find you were drawing more than studying at this point?
Edmund:
Oh, of course. I would find any excuse to draw instead of doing reports.

By middle school and high school I really started to feel around and [ask] what do I have to do to draw? Like, whats the minimum amount of work I have to do? I found out early on you didnt have to do more than Intro to Algebra to pass. So you can throw the math away. You only have to do two years of art, but if you ask the teacher they can set you up as a miscellaneous elective and you can continue to do art.

A lot of teachers would meet me halfway. I was the kid who was always bargaining: Can I do this instead of that? What are my options? Give me some wiggle room with this. I asked, What options do I have? and he asked What do you want to do? I asked him if hed give me credit for making a comic every quarter. Then Id hand him a complete comic every quarter and hed give me an A. I did that all the way until the end. I barely had any classes other than art classes my senior year.

What comics were you reading from junior high through high school?
Edmund:
The Maxx. I went through a phase of obsessively buying Image Comics like Spawn and The Maxx and a few others. Me and my cousins were into collecting Nirvana B-sides and then Image Comics first editions. I was more into collecting them more than reading them and the only comic that ever really spoke to me was The Maxx.



As an artist, what did you think of artists like Todd McFarlane? What do you think about them now?
Edmund:
I still think the same as I did back then: It looks insane. I love the detail, the detailed work he does. I was also really into Lobo. Keith Giffen was the writer and he started drawing and did a series called Trencher which was like Lobo but a different character. I loved his art style a lot. And Simon Bisley was one of the original awesome artists for Lobo. I fuckin loved it; the Lobos Back series and Lobo: Infanticide, by Giffen. I loved anything I felt maybe I shouldnt be reading. I was exposed to R. Crumb at way too early an age. So I got a taste for the forbidden fruit, I guess.

Looking back now, do you think being exposed to artists like R. Crumb and other risque art had an influence on some of your design such as your R-rated game?
Edmund:
Id say so. For me to like something, there always has to be impact. There has to be some sort of danger. If you look at a lot of Disney movies, they do a lot of fucked-up shit, [like] killing the mother. There has to be some darkness to pull people in. Its that kind of darkness that I feel I was obsessed with when I was youngthe unknown, dark, weird things, and I wanted to know why. In high school I was really into getting all the Faces of Death I could find.

On VHS, of course.
Edmund:
Of course!
[Note: Kids, VHS is like YouTube but inside a black cassette.]

Thats all folks! Well, its not all, but in the next part of our interview with Ed well talk about what happened after high schoolhow he went from making tiny games to becoming the creator of hugely impactful games like Meat Boy, Super Meat Boy and The Binding of Isaac, and starring in your favorite Netflix movie.



[ 2020-11-14 03:16:16 CET ] [ Original post ]

The Binding of Isaac: Repentance, OST Preview: Fissure

It's me again. Happy The Binding of Isaac: Rebirth sixth anniversary! Thank you for your continued support, your hugs, shitposts, Isaac memes and dedication to the game. It means a lot to the team.

So you may recall a few weeks ago we interview Team Ridiculon. Well, we're not going to do that again. At least not today. What we are going to do is continue to preview some of the rad tracks from The Binding of Isaac: Repentance in the coming weeks.

This week we've tracked down (get it) Matthias to give us a new, um, song. It's called Fissure and it's your new favorite song. He also walks us through some of the more granular, fine details of the music.



So what should you expect while you listen to this track?

Fissure AKA Mines has a really slapping half-time groove. Matthias and Jon want you to feels like youre getting sucked into the earth with elements like distant anvils are clanging away. Also.. Jon is literally destroying the guitar in the B section. It sounds like hes actually plucking feathers off of a live chicken.

Matthias also played RotoToms. Which is a very dear part of his metal youth.

Like other thematic songs in the Isaac work, the melody is Sad and Proud and Dissonant. What you are hearing in this teaser is both the Light and Dark worlds back-to-back.

In usual Ridiculon fashion, the sound team continued to iterate on this one until they were happy with the feel and sound of the song. For Fissure it was four attempts to achieve the strangling guitar sound, the coaxing out textures that stray from traditional harmony. This particular track is filled with wonderful guitar noise.

It's a Minor in straight up 4/4 time

Also...

Please note the cool backwards drums.



Chord progression (for those asking) is a secret recipe. Youll have to come find Ridiculon on Cape Cod and transcribe it in person on the back porch of the studio. Winters are cold so please wait to visit them until summer of 2077. Itll be like Rey finding Luke on that really tall rock near the ocean. Hopefully they don't just throw away a perfectly good lightsaber.





[ 2020-11-05 06:59:11 CET ] [ Original post ]

The Binding of Isaac: Repentance Dev Team Interview Pt. 2



Welcome back!

Thanks for return to The Binding of Isaac: Repentance devblog. Im your host.

Last week we interviewed some of the newest members of The Binding of Isaac team (and in the future well interview some of the oldies, too). Vinh, Nik and SAG really opened up and gave some awesome insights into what they were doing before Isaac and what theyre working on now. So we made the decision to divide the interview into two parts so you could get to know them better.

This second part of the interview delves further into the development of the game, the background and some of their process in the making-of.

I really hope you like, well continue to talk to more members of the Isaac team here so if you havent already added the game to your wishlist, please do so.

For now, lets continue where we left off

You're working also closely with the original Rebirth development team on Repentance, which has benefitted the development of the latter significantly.
Vinh:
It's pretty crazy to walk in the Rebirth team's footsteps and see how they did things. It's one thing to try to make sense out of the garbled output of a disassembler, but to actually see the code the way it was originally written, and to work with the people who originally wrote it, that's something else entirely.

I'd say my coding style has changed a lot from trying to stay consistent with the code base, I've definitely picked up a few handy optimization tricks here and there and my code is a lot more readable now, I can't even read my own code from Antibirth anymore!

How are you able to nail the style and also resolve your design aesthetic and the needs for the Isaac world?
SAG:
Edmund offers very thoughtful information on when something doesn't look right. It's also quite easy to follow! Most of the time I run a design to Vinh and get some feedback from him and Ed to see if something fits. I'm happy with my designs as a result because getting feedback from the big man himself makes it easier to understand how an enemy or boss looks, what it uses to attack, and other things like that.

There have been some stylistic changes to certain monsters that I initially was sad to see go, but now these changes have grown on me and I love and appreciate them now. As for design aesthetic sometimes I imagine a separate Isaac world in my head filled with possible monsters. It helps me narrow down a certain design and then I take some of Ed's elements to make it fit. Will you ever see this separate Isaac world in my head? Maybe, if have the motivation to...


When I was designing the bosses early on, my plan was that "This boss belongs in a room this size" and placing that boss in a room smaller than intended doesn't seem to yield the desired result of increasing the challenge.
Nikola:
Yeah, that's pretty much it. Some bosses aren't that bad in small rooms, but if you had a boss that spawned a bunch of troll bombs in a tight room all you could do is pray. While that's pretty fitting for the game's themes, I didn't really have fun in those rooms. Besides, in the much later floors, some of the bosses come back as regular enemies, so I think in that case it's fine.

Are there any limitations for your development needs in the engine that you've encountered and how have you remedied this or worked around it?
I'd say the biggest limitations are shaders, basically what handles all the fancy visual effects. We have to work with a very outdated shader language for the sake of staying compatible with even the oldest machines, I see that as a good thing but it also means there are a lot of features we don't have access to.

It's interesting in a way because it forces us to come up with creative ways to make good looking effects with fairly simplistic code. In Antibirth, Downpour used something called "clipping planes" to cut sprites at their base, giving the illusion of Isaac and all the enemies being partially submerged in water. This is something not all graphics cards supported so we had to get rid of it.
We could have come up with a workaround for it but I never liked that effect in the first place, it looked really awkward with bigger enemies or bosses like Monstro. One of the new floors actually has an effect I'm quite proud of, and it doesn't even use shaders at all! I don't want to get into the details too much but it blends a couple of scrolling layers with the overhead shadow that's visible in most floors to achieve a rather nice atmospheric effect. I hope you'll like it when you see it!

A lot of the effects we did in the original Rebirth series were inspired by classic art effects that wouldn't require the most powerful hardware, you've probably noticed that during your time in development.
Vinh:
Honestly I don't think hardware has ever been a limiting factor, Isaac is a retro looking game and while it's fun to add fancy effects that would be impossible on older consoles like the new water shaders, I try not to stray too far away from Isaac's low budget flash game roots.

I suppose one thing I'd add to Isaac if I could would be HDR support. That'd allow for small objects that glow in the dark, or the player's eyes adjusting to the light when moving from a bright room to a dark room and vice versa. This is already something I simulate via shaders but it has its limitations, HDR would make all of that a lot more natural.

Actually, some time before Afterbirth+ released I had a dream about it being revealed at PAX, and it featured HDR support along with some footage of the basement showing off some seriously cool lighting effects, with more vibrant lights and darker shadows. This actually inspired the look of one of the new floors some of you might have seen at PAX West last year!

How different does it feel for you making a mod for a game you love than being one of the people on the dev team responsible for making it happen? Do you feel a different sense of responsibility or about the same?
SAG:
Back in the Antibirth days we were all just having a fun time spitballing ideas and making something. We all got to know each other and we all had great hopes and ambitions for the future. Everything was great! We all felt like one big happy family. When working on Repentance, the overall vibe felt... different.

We were all the same three dummies we were when working on Antibirth, but there was a strange sense of seriousness in the air. Like holding a huge weight on your shoulders - an important duty you need to fulfill. It's the same feeling as like, a prince or princess being the next to run a kingdom as a king or queen. Your freedoms and funtimes just sort of... fade, once you get to that place. I share this same responsibility with the others and honestly I feel pretty bad for the delays... time has not been very kind to us, but we still keep our chins up and try to make Repentance the best it can.


How do you merge those new design mechanics seamlessly into "classic" Rebirth design? Do you smile when you imagine surprising a veteran Isaac player with something they've never experience before?
Nikola:
I think consistency is important (or at least that's what Vinh's been telling me for years), so making these new rooms still feel consistent with the style of rebirth rooms is fairly important. That familiarity in how rooms are structured is important for long time fans, who instinctively know how to handle a situation. Luckily, by the time brand new players unlock the new repentance floors, you should be familiar enough with the game to not be totally lost.

Also, you bet I'm smiling whenever I put in some weird new mechanic in the game players aren't used to. I'm really looking forward to everyone playing the game and encountering these new rooms and enemies and going "What the hell is that?" I know I like to put in some obscure or rare surprises in my own games 'cus it makes people go on wild goose chases and come up with outlandish theories of what other rare events could be in the game. I really enjoy stuff like that.

That's exactly how we felt when designing really clever traps in 1001 Spikes. IF, and a big IF, this wasn't Isaac and consistency with thousands of other rooms weren't a consideration, what kind of experimentation would you want to do with the rooms?
Nikola:
I don't think it would be that much different from what I do now. I think the others would agree, there is comfort in using previous references for consistency. Sometimes coming up with things from scratch is hard and it's good to have a base to fall back on. I think a healthy mix of that and experimentation is what makes for good content.


A lot of your designs are much larger than even some of the largest Rebirth bosses, do you enjoy working in larger scale pixel art and what kind of challenge do you find in it?
SAG:
Larger scale pixel art is pretty tough but it is absolutely rewarding in the end. Bigger bosses have all these little details like scratches or wrinkles and it takes some time for it to look perfect. Now multiply that like... 10 or 20 or 40 times...

I'd say it's not harder in a drawing sense, the hardest part is that they require much more detail than small or medium bosses. SPOILER ALERT FOR THOSE THAT HAVEN'T PLAYED ANTIBIRTH. I still remember the time I was making sprites for the Witness. This boss is HUGE. The head alone is almost as big as Delirium's and had much more intricate detail. I believe I started on it 2 weeks before Antibirth was released? Every head took roughly 40 minutes to line, color, and shade. I had to do this like... 10 times?

The Witness also had giant arms and another phase with lots of giant parts... Hay nako I lost so much sleep over this LOL. Repentance has so many weird and wacky monster designs. I really like how Ed is approaching with his designs, many of them using challenging and interesting concepts we have never done before, art and animation wise.

Min Min was a design that grew on me, and I've grown to love the idea of a ghostly girl wearing an empty shell like a jack-o-lantern. For a while there's been one monster that I created that I really like. He's got a big head full of teeth and walks on two stubby feet. At first glance he doesn't sound threatening but he holds a really nasty surprise...

The changes you've made from Antibirth, both as a team and as a game, do you feel it's for the better two years later?
SAG: I think the changes we've made are for the better! Some of them came at a really small cost so I'm totally cool with it. I wonder what the other guys think!

Did you review the original flash codebase?
Vinh:
I haven't studied the original Flash codebase, though I think I caught a glimpse of it when looking at the code that governs boss pools. I've seen Florian work on Eternal Edition a couple times and he has a rather unusual way of coding things, which I'm pretty sure I could recognize there! Going from Antibirth to Repentance was pretty smooth, in fact some of the features that took me a long time to code in Antibirth were much easier to achieve in Repentance, mainly because when making a mod, it's much easier to add content than to modify or remove it.

If you wanted to slightly modify the behavior of an existing enemy, the best option was usually to rewrite its AI from scratch, replicating its original behavior, and then adding your own changes. This is something that becomes completely trivial when you're able to modify the original code base. Most of the challenge from porting Antibirth content actually came from redesigning it. There are a lot of things in Antibirth I'm not particularly proud of, and it can be hard to take a step back and rebalance them without being influenced by the original design.

We have a lot of different room sizes and shapes now for the game, is there a specific room type you really enjoy designing?
Nikola:
Standard size rooms are my go-to, most of my room ideas are usually normal sized rooms. But despite what I said about Bosses earlier, I really enjoy the occasional small rooms too. Those rooms are way more concentrated and focused which I think is sometimes a neat thing to make something interesting out of. Making rooms I see as solving puzzles, so small rooms are a neat challenge to me. I also like "Tall" rooms, at least more than "Wide" rooms. I'm really not sure why, I think it's cus they resemble squares more. One thing I kinda wish I could do is make bigger rooms be 1 tile longer, so that they have a true middle tile. But I can deal with just making some enemy placements a little asymmetrical, it ain't a big deal.

You've been working together now for a few years. How has your team dynamic changed or grown during this time?
Nikola:
Working with Vinh and Sag has been fun. Surprisingly, both Vinh and Sag have the exact same work ethic, so they're both doing some real good work.

It might not feel the same as when we were a scrappy team working on a big rebirth mod back in the day, but at least we've improved how we work together sense then. Some things got easier because we have feedback from Edmund, so it's nice that we don't have to guess what fits in the game anymore.

SAG: I keep some sort of internal clock in mind for when Vinh and Leather are awake, and it's pretty easy to follow. For me, the best time to chat is at night - that's when literally like the other half of the world is awake. Usually in the day I just play games and take naps. Though it hasn't been easy recently, with classes and all...

Throughout the years we've had many ups and downs, some happening to all three of us at the same time. It's made me appreciate working in a small team that knows and understands each other. If I made a game sometime in the future, I would not mind bringing Kil and Leather along...

Vinh: We actually started drifting away from each other for a little while once Antibirth came out, our baby was out there and none of us were really sure about what to do next. Repentance is what brought us back together and I'd say we're closer than we've ever been! Nik and I are actually in the same time zone so we basically talk to each other all the time every day, we don't see Sag around as often but whenever she's around it's always a good time.

Sag was the first person to join the Antibirth team and her art has improved a ton since then. Many of the bosses and enemies from Antibirth have been visually revamped thanks to her (not to mention Maggy's glorious hair) and I think I can safely say Isaac has never looked this good. Seeing her make art for new content is always a huge motivator for me since it's a lot easier for me to imagine how something works if I can see what it looks like.

Nik came in as a guest artist/designer and ended up being our dedicated level man and probably lead enemy designer. His design skills have improved tremendously since Antibirth, many of my favorite new enemies and bosses are designed by him and I know I can trust him when it comes to making room layouts for the new levels. We used to butt heads all the time about enemy or item designs and while we still do, I've come to trust his instincts a lot more.

We're all so close to the end, does the end of this development journey feel similar to that of Antibirth? What are you looking most forward to on release of the game?
Vinh:
Oh boy! Things are a lot more tense now that there are so many expectations to meet. Releasing Antibirth was easier because it came out of nowhere, nobody was expecting it, while people have been waiting for Repentance for more than two years... it's a lot of pressure! I hope it will live up to the hype and I'm really excited to watch everyone find all the new secrets. Especially that one.

SAG: The end of this journey carries a different vibe... fans that have played Antibirth know a bit of what to expect and there are also fans who have never seen Antibirth at all, so it feels like we've been developing a full game and a half game at the same time, you know? It's kinda weird now that I think about it...

The initial reaction for Antibirth was the most exciting part. From the surface it looks like a simple mod that adds items and enemies and such... until you get knee-deep in it. That's when it hits you. I'm curious on what everyone will think about Repentance. I hope it'll inspire and encourage fans to make fan art. I love and appreciate everything you guys make, thank you!

Vinh: Oh yeah, it's hard not to feel like we're not adding enough, since the part of the community we interact with the most has already experienced all of Antibirth.

Nikola: It feels the same to me because the end of development happened around the same time of year too. I remember when we were approaching the end of antibirth I would be constantly writing down how much stuff we have left to do and how much time we had left 'cus I like organizing stuff like that and knowing how much a project has progressed. But I think doing that only made the others more needlessly stressed.

I guess you could say I'm equally as worried if we're gonna finish this on time as I was back then. I'm really looking forward to watching all the streamers play repentance, those videos are always pretty good in the first couple of weeks of release when everything is new. I also look forward to seeing how people will adapt to the changes when it comes to regular and high level play. And of course, here's hoping that there's tiny little secrets in the game that are discovered months after release.

If you have one thing to say to people reading about the game, what is it?
Vinh:
If you can eat pork, look up "saucisson" and try to get your hands on some, it's one of the tastiest things France has to offer!

SAG: If you see something like a character, a monster, or something that looks either more cuter or more anime than usual, it's probably my fault. I hope you'll like it anyway!

Nikola: Brie


What do you recommend to a budding artist, programmer designer who wants to get into pro development? Knowing know what you know, what would you tell them to prepare or what to study, how to get ready?
Nikola:
What you'll hear from me isn't anything you can't otherwise get from just asking Ed. Just make lots of small projects about small things that interest you, that way you make more mistakes, you learn more, and your games become better for it. Don't be afraid to make mistakes, just make them now and get it over with.

Vinh: If you want to get into programming, don't be afraid to copy, a lot. You'll learn a ton from copying or modifying existing code if you put in the effort to understand it, and you'll get results a lot faster than if you tried to make something from scratch. Modding in general is a great way to learn new things because you already have a base that works, so you can easily make changes, see what happens and learn from it.

Also don't underestimate the usefulness of math, some basic vector math, algebra and calculus can get you a long way, there are a lot of problems in game development that can be solved in a very elegant manner if you understand the math behind them.

I like to think programming and math go very well together because the former helps you understand how useful the latter is. If you want to get into game design, just play games, a lot of them. If there's a game you like, try to understand why you like it, and when you design your own game, try to capture that same feeling. If there's something you don't like in a game, try to understand why, and remember it as an example of what not to do.

SAG: SLEEP. I cannot stress this enough. Think of sleep as a core part for doing tasks. I often joke about not getting enough sleep and end up realizing that's true like 70% of the time... Sleep does wonders for the brain and helps you concentrate on the time you spend doing things. Without that sleep you don't have the energy to have a clear and focused mind, and that's no good. Like, at all.

If you have a heavy job that requires a lot of attention, think of sleep as part of your job. Your boss and your brain (mostly your brain) will thank you for it.

Aside from bug fixes and tuning, what do you want to do after Repentance? Does the team have some ideas?
Vinh:
If we're talking non-Isaac stuff, I'd love to work with Nik on one of his games, maybe the three of us could get back together and make something cool.

Nikola: After Repentance releases, I'm hoping we can add some new stuff.

SAG: After Repentance I will sleep for 5000 years. ...joking aside, I hope we'll be able to make more post release content for Repentance, but other than that, I'm uncertain about my future. Someday I'd like to make a game to dump all this weird character lore I've been writing in my off-time. But that's for another time...

Vinh: Sleep sounds nice though...

_


[ 2020-10-29 08:14:18 CET ] [ Original post ]

The Binding of Isaac: Repentance Dev Team Interview Pt.1


It's been no secret that the original The Binding of Isaac: Rebirth dev team at Nicalis has been working closely with Edmund for over eight years. Since that time the team has developed two DLCs and now for Repentance we're working with three new talented members who help little Isaac continue to grow.

You probably already have seen names like Jeremy, John, Simon, Adrian and Matt from the credits--and we'll interview them at a later time--but this week we want to introduce you to three of our newest members of the Isaac dev team. On the internet you might know them as _Kilburn (lead designer), LeatherIceCreme (designer) and NotYourSagittarius (artist). We've gathered together to get a better understand of their background and what they're doing to make the last DLC to your favorite video game.

Before we start, the trio have a ton of interest things to share so we're going to break this interview into multiple parts. We'll be sharing some pre-production dev screen shots and art so this is your #nospoilers warning.

You made proceed!


OK, now it's your turn, as we talked about we want to give little glimpse into the people who are making their favorite game. Can you each tell us a little bit about yourselves?
_Kilburn (Vinh):
I was born in the south of France from Vietnamese parents, my dad was a software engineer so we always had a PC at home for as long as I can remember, I was playing all kinds of DOS games as a kid. It didn't take long for me to realize I wanted to make games well actually, I was more interested in modifying them, adding stuff on top of them one of the games I played the most as a kid was Worms, I'd always dream about all the weird items and weapons I would add to the game if I could mess with its code in some way, it's probably the one game that really made me want to become a game dev.

I only got into programming much later though, when I entered high school, at the time I had very limited access to my PC since you know... strict Asian parents so my main source of entertainment was a graphing calculator. I spent most of my free time trying to figure out how to get games onto it, and eventually I started making my own, nothing amazing obviously but it was something to pass the time that's where most of my knowledge of Lua and C++ comes from, actually then when

When I entered college I got into this game called Garry's Mod, which wasn't so much of a game rather than an engine made to be modded, I made all kinds of small projects on it, including an attempt at a perfect replica of Team Fortress 2 which I eventually dropped after a year or two, I think still, I learned a lot from it, how a lot of game mechanics are implemented and how game engines work in general, and since I was studying IT in college at the time I got to apply a lot of what I'd learned as well

So, yeah, long story short, got my masters degree in IT, had a brief programming gig at a petrol company, then Rebirth came out, stuff happened and now here we are.

LeatherIceCreme (Nikola): My name is Nikola, I live in Serbia (not Siberia), I'm known on the internet as LeatherIceCream. My Isaac obsession started with me making animations of the Duke of Flies and "Isaac of Isaac: Reisaac" on youtube before becoming the room/enemy designer for Anitbirth. And today I'm still doing that but for the official game.

I'm pretty glad about this turn of events as I really like Isaac and I also really like making video games. As a kid I would draw levels of my favorite PC games in a notebook treating it as a pseudo-level editor, so to this day I really like making levels/rooms. And because I like making levels I also like making enemies to put in them, so I'm very glad I get to do some of that for Repentance. I've made a few standalone games already, so I've had experience with my craft from there.

I fell into making content for the actual Isaac game back before Rebirth was released in 2014. There was a mod for the original flash Isaac was called "The Community Remix Mod", I asked to join their dev team as soon as they released a trailer, and I contributed a couple of items to it. Shortly after Rebirth was release, I was invited to become a developer for the Rebirth port of that mod as well, which eventually became Antibirth. Some of the items from Community Remix that I made up even made it to Antibirth. I'm really not an "items idea guy" at heart, I'm more comfortable with the aspects related to level design rather than game progression.

NotYourSagittarius (SAG): Hi, I'm the main sprite artist of the three of us. I live farther from the other members so my sleep schedule has always been a little topsy turvy. I'm fine with it though! My discovery of Isaac happened when I saw the original flash game on Steam. I had some extra money on hand so I thought why not, I bought it for gits and shiggles. I got hooked a tiny bit but then it snowballed and now Isaac shows up the moment I pick up something to draw with.

I met Vinh and Nikola later on when Rebirth came out. We all had great ambitions to make this thing called Antibirth. I came up with the crazy idea of adding alternate floors for each chapter and I thought it was just a pipe dream. But it's a thing now, and that's badass, because you can achieve anything if you put your heart into it. And Antibirth was nothing but heart. Then Repentance happened. I was overjoyed. Our little monster is now official.

Aside from Repentance, I also have an artistic background and I draw things on the side. How long I've been drawing I don't exactly remember. I just know that I've taken it a little more seriously early in my high school days. I attended college quite a while back, and I still do! Except in this unusual time everything is handled online, which hasn't been easy on the mind lol. I'm currently enrolled in an animation program.

BACKSTORY TIME.

When I was younger was often home alone doing my silly little tasks, like drawing on my sketchbooks and listening to music very loudly in my room. I had a bit of a strange upbringing - my mom insisted I should get a career in medicine like her one day, but now she and the other members in my family support the potential I have in art and I am very thankful for them. I'm gonna try my best to repay them back. Normally I live in the Philippines, but once the whole pandemic passes by, I'm planning to move to Canada when the time comes. Who knows, maybe I could meet up with some online friends I know that live there!


What is it that drew each of you towards Isaac?
Vinh:
An old friend of mine! I remember playing Super Meat Boy and thinking it wasn't really my kind of game, so when Isaac came out and I saw the same art style, it didn't really catch my attention either, until one of my friends threw the game at me and basically forced me to play it so he could watch. Then when I started getting into it I couldn't put it back down anymore. I've always had a thing for games that offer a large variety of weapons or items that let you play the game in different ways (hence Worms), so there was no way I could resist this.

I could have walked right past this game without noticing it if that friend wasn't as pushy as he was. The theme really spoke to me as well, Isaac is a pretty familiar name since I was raised a Christian, and my mother is quite conservative as well (though thankfully she's never tried to stab me with a knife!). And while I wasn't too fond of the art style at first, it eventually grew on me and I came to really appreciate its simplicity.

Nikola: Back in 2011 I saw a no commentary gameplay video of the original flash version of Isaac. The first item they picked up was Boom! and it gave Isaac a fuse on his head. I didn't know of the whole items appearing on Isaac's sprite thing in Isaac so I thought he always had a burning fuse on his head and it was metaphorical, as I knew Isaac's themes were quite depressing. I really liked the fact that the game looked like a flash game I'd play online for free, but the gameplay and art style were so great that it was elevated to a "real game", and it taught me that those things makes a game special.

It was strangely inspiring to me, as I've been making small flash animations (and sometimes games) for years before finding Isaac. It was also the first piece of media that really got me interested in drawing gory and gross stuff. And the use of religious elements for items really peeked my interest too 'cus not a lot of games did stuff to that extent back then.

SAG: Oh boy, where do I start. My younger self had an interest in dark themes and Isaac fit the bill perfectly, despite looking all cutesy and funny. I had a sketchbook filled with Isaac drawings but I don't remember where I left it. I think it's best I don't find it. Initially, I never found an interest in this game. I remember seeing the trailer and had zero clue what it was. It was on sale one day so I bought it for no reason. I can't really imagine what would happen if I never picked it up that day...

For me, it's the weird style of Isaac that drew me to it. There's something absurd about a round and happy creature carried by flies.

What did you think when we announced Rebirth and the artstyle, music and gameplay was changed?
Vinh: I was so excited for it! I'd just completed Wrath of the Lamb when it was revealed and couldn't wait to experience more Isaac. The switch to a pixel art style was a bit jarring at first but it grew on me pretty quickly and I completely stopped thinking about it once the first few screenshots came out. Of course I was looking forward to all the new items the most and I remember taking apart every single one of Edmund's blog posts, looking for new items and trying to figure out what they did and how they worked.

I also remember being really excited for all the new synergies the game would bring and any eventual new characters.

SAG: This was very interesting because the idea of Isaac getting a remake felt unreal. I remember seeing some pictures on Ed's blog and it looked promising!

I remember when Man VS Game was playing it at PAX and I was so excited to see all the new little things like Fatties and new room sizes. Needless to say I've never been so hyped about a smiling poop that whistles. I found the change to pixel art a bit strange but seeing how there's so many lovely and creative ways people are playing with the artstyle now, I think it's for the better! I can't imagine Antibirth being done in the original's artstyle...


Nikola: I did find the change in art style to pixel art weird at first, I was very fond of the flash Isaac art style as well as music, but Rebirth did grow on me quickly once I started playing it. Although I did have very high hopes for the attention to detail in rebirth art, as Ed's blog posts at the time really got me excited for the brand new game and it's improvements. I remember believing that the level of detail was going to be so high that in one of Edmund's early Q&As I asked him if the same enemy types will look slightly different depending on what area they appear in. So I'm glad that Antibirth/Repentance has that high attention to detail thanks to Vinh really liking that kinda stuff. Either way, I was incredibly excited for the game thanks to all those old blog posts.


The teams art has very quickly been able to integrate into the art style from the original team.
SAG:
I'd say it took quite a bit of time to fully grasp the artstyle. There's some very simple rules to follow but are difficult to master. Anti-aliasing and line thickness, for example, are simple concepts that can make or break a design.

I'd say the trickiest part aesthetic-wise is trying to come up with a design that looks like something Ed would draw. I would sometimes study what Ed drew in the past and try to integrate some of his design elements along with a dash of my own style when I make sprites. Size of dash varies from 'too scary' to 'too anime'.




Technical wise, I'd say the toughest part is doing floor art or anything that requires lots of shades in general. Floor art is the most beautiful part of the game but it's also the hardest and least documented - many people struggle with it as a result. Someday I'd like to make an in-depth tutorial on how floor art works. I can't guarantee it but it's something I'd like to try. As for what software I use? Paint Tool SAI. It's the same program I use for drawing and it wasn't designed for pixel art but I use it anyway. Gotta stick with what you're familiar with or so they say...

What is the design methodology when designing rooms?
Nikola:
I find it comfortable enough to make about 20-30 rooms per hour (that includes testing and tweaking each room multiple times). What tool you use is a matter of preference honestly, you just have to use what you're the most comfortable with, as I am definitely a creature of habit. The way I make rooms heavily relies on what new enemies/obstacles Vinh gives me to play around with. I try to make some basic rooms of varying difficulties with the new entities, then I make a bunch of rooms pairing those up with complimenting enemies. Sometimes I might even think up with interesting ways that new mechanic reacts to other mechanics to make the occasional interesting rooms.


A lot of the new content in Repentance is meant to be harder than the base game, so for many of the rooms I try to put the enemies far apart from each other. This way players with busted item combos don't clear the room as soon as they enter it. I also try to avoid putting spikes or other dangerous obstacles 2 tiles in front of a door, as to avoid players accidentally getting hurt when backtracking and not paying attention.

How did you find working with the Isaac code base so far?
Vinh:
Oh I'll need to go back a few years for this one. When I got Real Platinum God in Rebirth, I immediately started taking the game apart to really understand how it works (is that okay to talk about?). This was my chance to add all the items I had in mind so how could I resist? It took me almost half a year to gain near full understanding of the engine, from there we started more and more items, then moved onto more ambitious things like enemies and levels, then we got a tiny bit carried away and Antibirth happened.

After spending a couple years working with the Isaac engine unofficially, working on the Forgotten Booster and Repentance was basically like being in familiar territory and nothing really changed. I wouldn't be able to tell you how I make enemies and items, all I know is that I usually have a vague idea of what something in the game should do, then I type some code and it eventually does what I want. I can assure you I have no idea what I'm doing most of the time and Nik can probably confirm this, he's witnessed it for himself.


Sometimes it takes a lot of trial and error to get something that really feels right. The Forgotten is probably my second proudest achievement and I'm so glad he got a positive reception. He ended up quite different from his initial design, the soul was originally pink and didn't have a chain but we ended up making it blue once we decided it would be more interesting if it could only get soul hearts, and the chain was added to give an incentive to switch back and forth instead of staying as the soul and ditching the skeleton. My one proudest achievement? You'll have to wait until release for that one!


Are there room designs from Rebirth, Afterbirth or Afterbirth+ that you really enjoyed and tried to emulate?
Nikola:
For the sake of consistency I do try to look at Ed's previous rooms as a guide. To me it's almost like the older the rooms are the more "pure" they are to me, and I sometimes look at them for inspiration. I also like to sometimes reference old rooms from previous DLCs, mostly to draw parallels between the "Base path" rooms and the "Alternative path" rooms. As for what to look forward to: I play this game every day and I'm no pro. I'm the closest thing to a casual player on the team, and I like to play the game a little bit "relaxed". So when something I did in a room bothers me a bit too much or I think it could have been more fair, I tweak it accordingly.


You've been doing pixel art for a few years now.
SAG:
I've been doing pixel art since Rebirth came out. I found it an interesting subject to get my feet wet in. Eventually I branched out to other games that utilize pixel art like Nuclear Throne and to some extent, Enter The Gungeon. Making mods for other games is a fun challenge that really tests how well you can imitate their unique artstyles. In a similar way with Antibirth becoming official, there are those that push their skills to the absolute limit, and get their creations recognized enough to be put in the official game. Check out TF2 for example! They have a powerful community filled to the brim with boundless creativity.

TO BE CONTINUED...



[ 2020-10-23 06:52:56 CET ] [ Original post ]

The Binding of Isaac: Repentance



Last week I interviewed The Binding of Isaac: Repentance Sound Team, Ridiculon. In it, Jon Evans and Matthias Bossi discussed the motivations and inspiration for the music you've been listening to since 2014 as well as the new soundtrack you'll experience later this year. Definitely read it if you have a moment.

In the dev interview Matthias and Jon spoke of a very special track titled River of Despare. We're debuting that here today for you to get a tiny feel of what you'll experience in the final game.

According to Matthias, "The River of Despare, it's a distance cousin of Sodden Hollow. Expect dank, liquidy and a slow drum groove. What you're going to hear is more of an ambient feeling of sudden hallow and what was spawned a lot of the Isaac soundtrack."

River of Despare on Soundcloud

Edmundo worked VERY closely with the Ridiculon to reach what is probably the pinnacle--the realization of that track in some form or another existing in the last six year. In the last dev update Jon and Matthias alluded to the fact that it's Matthias' favorite song that they've ever written for the Isaac canon. The reason? It's that melody, very sad and haunting. And it's constantly developing from the theremin (look it up).

Matthias describes the song as an unending theme--although it ends eventually. What you should not expect is a typical verse-chorus arrangement like a pop song. To Ridiculon they want you to think you're coming back, BUT YOU'RE NOT. Each time the theme gets turned on its head and the chorus and melody expanded further. Matthias says it's very much like something from Ennio Morricone--LOVE that man's work. Definitely look up Mr. Morricone. So it has that spaghetti western feel, like a once-upon-a-time feel.

Ridiculon and Edmund have dug deep into their souls and what we get us something that feels like the end of a story. Matthias says he doesn't know what it is about it exactly, but it's like the sad cowboy theme, "Jon plays beautifully through a Leslie speaker cabinet. If you haven't heard of one of these, they're a large speaker cabinet with built-in rotation. The speaker inside literally spins as fast or as slow as you want. So the sound becomes circular and warm. You can hear the sound swirling in space.

That combined with me playing one of my favorite drumsets. Those are my 'Isaac' drums that I only bring out for the slow ambient jams. They might as well be 55 gallon oil drums with the tops sawed off. You can't play them fast, you just have to hit them like a caveman and let them hit out. That's another win for the song."


[ 2020-10-15 03:37:57 CET ] [ Original post ]

The Binding of Isaac: Repentance Sound Team Interview



Hello and welcome to 20 Questions with the Isaac Team. Im your host, Mega Satans dad. PSA: If you haven't done so already, please be sure to add The Binding of Isaac: Repentance to your
As a way for you to get to better know the team responsible for your favorite game of all time, well be interviewing the various lovable and very talented members of the Isaac team in the coming weeks and months.

This week were spending some time with Ridiculon, the musical duo responsible for The Binding of Isaac soundtrack.



What are your names and where are you from?
Matthias: Matthias Bossi and Jon Evans. We are both from Cape Cod. Raised in the towns of Dennis and Yarmouth respectively. We went to the same high school. Did burnouts in the same abandoned lots.

You've known each other most of your lives. When did you decide to get into music?
Matthias: Weve both been playing since childhood. Jon went to Berklee in Boston and I went to New England Conservatory in Boston. It should be said that we only became friends a decade ago.

How did you go the same high school and only become friends in the last decade?
Matthias: Jon is ten years older than me. He could have been my dad in some awkward kind of way. Currently we share the same love interest: Metal. And we often fight over her.

Was there a Matthias + Jon before Ridiculon, or is this your first musical endeavor together?
Jon: Our first!!! We traveled in the same circles when we lived in the Bay Areawe were actually neighbors. But never shared the stage together in any way until we moved back to Cape Cod.
Our first project together was recording the narration to The Binding of Isaac.


(Left: Jon Evans playing live with Sarah McLachlan. Right: Matthias Bossi with Sleepytime Gorilla Museum)

What were you doing music-wise before Ridiculon?
Jon: We both toured with millions of bands and made records as sidemen.
Matthias: Skeleton Key, Sleepytime Gorilla Museum, Book of Knots, St. Vincent, John Vanderslice, The Tiger Lillies, Pretty Lights, Cosa Brava
Jon: Tori Amos, Linda Perry, Sarah McLachlan. The list goes on and on.

What's each of your most memorable takeaways from touring?
Matthias:
Arm Wrestling with a fan mid-song.
Jon: Madison Square Garden.

You've been working on The Binding of Isaac for the better part of a decade.
Matthias:
Man... where to start? Its such a part of our identity. And it has shaped our sound for every game weve done since. We still remember writing the first sketch for Diptera Sonata in the living room. Big shoutout to Edmund for keeping it in the family!

How did you connect with Edmund for Isaac?
Matthias:
We were doing music for Mewgenics (now back in dev!!!!) and he asked us to submit for Isaac. The rest is history! Mewgenics itself was a crapshoot! We submitted along with other composers and just had a more natural and quirky sound that fit the retro aesthetic. Winners!!!!

Did you know Edmund and company before that, or was it your first interaction?
Matthias:
Edmund was a fan of my band Sleepytime Gorilla Museum. He was always at our shows in Santa Cruz with his then-girlfriend Danielle. We stayed in touch!

That's a great segue into working together. What's the flow and direction for creating a song for Isaac?
Matthias:
Improvise! Improvise! Flow! Go with your first instinct. Commit to the danger. Combine organic instruments with a healthy dose of broken and distorted samples. Turn up the guitar. Crank the scary. Smear with ambience. Also, listen to Ed. He has lots of opinions about music. And hes always right on the money.

What is he looking for when you're composing music for the game?
Matthias:
Ed speaks in colors and poetry. Not necessarily the language of music and notes, etc. It has to hit a nerve. Something raw and emotional and personal. It being perhaps a semi-biographical game and all.

What songs are you most proud of pre-Repentance and why?
Jon:
Sodden Hollow for its dripping groove. Sheol for even being allowed to be so terrifying in a game OST. Delirium for its dank heaviness. And it should be said that every track weve written for Repentance is our fave.



What's the writing process like for Ridiculon?
Matthias:
Honestly, a lot of our material is improvised at first. We establish a tempo and usually lay down bass and drums first. Try to find the unique voice for a particular track with the most basic and primal resources. BASS and DRUMS! The foundation of humanity!

We like to build from the bottom up. Heavy rhythm section vibes. By the time we get to the top, our melodies are usually very simple. Along the way we like to throw in some swirling and dissonant ambient tracks that give all Ridiculon music its signature unsettling vibe.



Nothing is ever written down! Nothing notated. Our secrets are protected forever by our unwillingness to document the process. Jon is the engineer and mixer. We literally would suck without him. Everything is recorded through our Quad 8 console. Nice warm analogue vibes. We record with ProTools and sprinkle in some samples from our pals at Heavyocity and Arturia.

How much of the game does the development team need to show you before you get the proper feel for how musical elements will be tied to a specific part of the game?
Matthias:
We often work in solitude without too much visual information. But we have to say that recently Vinh has been sending footage that has been mind-blowing! And its really inspiring to see how our music is meshing with gameplay!

Dev teams will send requests in written form or send along a YouTube music reference to get us going sometimes. But its rare that we see gameplay along the way. At this point teams trust our aesthetic.



How many minutes of new music can we expect for Repentance?
Jon:
Almost as much as Rebirth. Dare we say nearly 45 minutes of music? Its a hefty load. Tons of high-energy stuff. And one of the more beautiful and sad jams weve ever written. Actually Matthias fave Ridiculon piece ever.

Its very much in keeping with Isaac. Itll be a familiar sound to our fans. And to players. Heavy and thick and sad and scary. VERY ISAAC. Just further polishing our approach. If this is to be the final hurrah, then we might as well go out with a bang. Kids will not be disappointed.

Have you found that the music for each chapter in the Isaac story changes, or do you try to keep certain themes that are familiar to the player?
Jon:
We are always reusing themes from Isaac. It really helps with the flow of the game. For instance, you can always expect some version of Genesis 22:10 to make its way into every Isaac game. The main theme is so iconic at this point. We try and up-cycle it with every new DLC.

Also, boss music is constantly revamped and toyed with. But always keeping that original Rebirth thread. Its like scoring a film. Re-orchestrating is part of life! Our duty!

What's been the most challenging part of the Isaac experience for you both these last seven years?
Matthias:
We love a challenge. We thrive under duress. We appreciate honest and direct feedback. Ed is as direct as they come. Works for us. This game has given us a life and a career and we are immensely grateful.

Is there a different feel or challenge between playing live or in the studio?
Jon: Both are so rewarding and offer different challenges! Playing live, your ears have to be open wide! Your every move is tracked by the audience! You feed off crowd energy! Some things are out of your control!

In the studio, you can give the illusion of perfection. Everything can be pored over. Polished. Nudged. Can be as airtight or loose as you want it. Full control.

We're revealing River of Despare next week. Without any spoilers, what can you tell fans to expect?
Matthias:
River of Despare is my favorite song ever written for any Edmund project. That was the song we were talking about earlier.

Things I love:
The chords never repeat.
Its a distant cousin of Sodden Hollow.
Its so achingly sad and lonely.
The melody stays with me day and night.

Where can fans find Ridiculon? Do you have a Soundcloud, Bandcamp, an Instagram? Is there a website available to learn more? P.O. Box? What is your social security number? Mom's maiden name?
Slide into our DMs anytime, people! We can offer marriage advice and tuning advice. Also, were both great cooks! Winter is around the corner! Get out that slow cooker and we can send you the recipe for Mama Jons pesto meatballs. Now made with Seitan!

You can find us on Twitter: @PlanetRidiculon
Bandcamp: ridiculon.bandcamp.com
and anywhere music streams!


[ 2020-10-09 01:02:48 CET ] [ Original post ]

The Binding of Isaac: Repentance

What a fucking year... 2020 is almost done.

We had a baby again. Her name is Minnow!



Minnows name was inspired by the name Guppy, whom she shared the same birth day as. not many realize Guppy was a real cat that my wife and i had for many years.. he was quite amazing.



But enough of that real life stuff... BORING RIGHT!? you want all want a piece of that naked boy cake! well here...

ITS THE BINDING OF ISAAC: REPENTANCE COMING SOON PAGE!!!!


Add it to your wishlist by going here: https://store.steampowered.com/app/1426300/The_Binding_of_Isaac_Repentance/

yeah thats right there is yet another FINAL FINAL FINAL mega expansion to the binding of isaac that is actually bigger than rebirth was to the OG flash game.. its basically a sequel at this point, and its fucking amazing!





The game is currently over 90% done. I've been working closely with the team to ensure that this is the "Sequel DLC" you've always wanted. The team has gone above and beyond and we're really proud of how the game is coming together and I have a feeling you're gunna shit your asses when you get your hands on it.

Expect the blog to be updated fairly regularly starting the second half of October. We'll have updates like the ones you remember from Rebirth and Afterbirth and Afterbirth+.

Tyrone or someone else will give updates regarding the console versions so don't ask me because I don't know.

For now keep add the game to your Steam wishlist and watch this blog for updates.

ok back to work on that thing we are calling life right now.. stay safe people! and remember to REPENT!

xoxo
-Edmundo


[ 2020-09-29 03:25:28 CET ] [ Original post ]

Pre-Purchase Now - The Legend of Bum-Bo

The Legend of Bum-Bo is Now Available for Pre-Purchase on Steam and is 15% off!*

A puzzle based deck building rogue-like prequel to The Binding of Isaac... Made of cardboard!

*Offer ends November 12th at 10AM Pacific Time


[ 2019-11-06 20:00:00 CET ] [ Original post ]

Daily Deal - The Binding of Isaac: Rebirth, 50% Off

Today's Deal: Save 50% on The Binding of Isaac: Rebirth!*

Save 40% on The Binding of Isaac: Afterbirth and 33% on The Binding of Isaac: Afterbirth+.

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends Monday at 10AM Pacific Time


[ 2019-05-11 19:06:00 CET ] [ Original post ]

Nicalis Publisher Weekend - up to 75% Off

Save up to 75% during the Nicalis Publisher Weekend*!

Offer includes:

The Binding of Isaac: Rebirth - 33% Off
The End is Nigh - 50% Off
Creepy Castle - 75% Off
and MORE


*Offer ends Monday at 10AM Pacific Time


[ 2017-11-30 19:03:00 CET ] [ Original post ]

Daily Deal - The Binding of Isaac: Rebirth, 66% Off

Today's Deal: Save 66% on The Binding of Isaac: Rebirth!*

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends Monday at 10AM Pacific Time


[ 2017-06-17 19:00:00 CET ] [ Original post ]

The Binding of Isaac: Afterbirth+ v1.06.0211

The dedication achievement was changed to only require 31 total Daily Challenges instead of 31 consecutive Daily Challenges. (This change is not retroactive, meaning that any non-consecutive Daily Challenges you have done in the past will not count.)
If Ipecac is overwritten by another item, it will now synergize in such a way that it adds +4 damage. (+4 damage in this context is as reported from the Found HUD.) This scales with the Magic Mushroom / Cricket's Head) multiplier and the Eve's Mascara multiplier. This does not scale with the Sacred Heart multiplier or character multipliers (like Judas' Shadow). For more details on how the damage calculation works, see the "Formula Information" sheet of Twinge's spreadsheet
The Epic Fetus and Ipecac synergy is unchanged. (It still gives +40 damage.)
Fixed the bug where Void portal trap doors would not suck you in even if you were standing directly on top of them.
Fixed the bug where Void portal trap doors would instantly suck you in if they spawned underneath you.
Fixed the bug where Void portal trap doors would not properly be animated.
Fixed the unfair Sucker placement on a Monstro 2 room (#1067).
Fixed the incorrect Larry Jr. placement on the Double Trouble room with Larry Jr. and Sisters Vis (#3772).
Changed the difficulty of the Caves room with 4 Small Crazy Long Legs and 2 Mushrooms (#914) by removing 2 Small Crazy Long Legs and 2 rows of pits.
Fixed a softlock in Catacombs room #328 by replacing 2 blocks with poops.
Replaced 2 blocks with poops in Depths/Necropolis room #226. (This room can still soft-lock you on a minimum range build.)
The Mom void teleport has been changed to a void portal. The conditions for it appearing are the same as they were for the teleport (5%, 100+ tear damage or 20+ items).
Fixed the bug with the Incubus + Cursed Eye synergy.
Fixed the bug where Eden could not reset with the R key.
Fixed the bug with the Jacob's Ladder + The Ludovico Technique + Monstro's Lung synergy where it would deal damage to the player.
Fixed the bug where The Compass proc from a Liberty Cap trinket would permanently stay after saving and quitting and continuing (until it happened to proc again).
Fixed the bug with the Incubus + Monstro's Lung + Tech X synergy where only one Tech X would shoot from the Incubus instead of many.
Fixed the bug with the Incubus + Monstro's Lung + Brimstone synergy where only one Brimstone would shoot from the Incubus instead of many.
Fixed the bug with the Incubus + Tech X + Mom's Knife synergy where the player could spam the tear button to shoot a Tech X ring every single frame.
Fixed the bug with the Spear Of Destiny + Maw of the Void synergy where the Spear of Destiny would desync from Isaac after the Maw is activated.
Fixed the bug with Gimpy where it would completely stop working if the player had 23 luck or more.
Fixed the bug with Old Bandage where it wouldn't drop any hearts if the player has more than 29 luck.
Fixed the bug with the Ipecac + Toxic Shock synergy is bugged where Ipecac wouldn't increase the damage of the Toxic Shock. It is governed by the same +4 damage formula listed above.
Fixed the bug with The Ludovico Technique + Proptosis synergy where only the first tick of damage would properly account for the distance that the player was standing from the tear.
Fixed the bug with The Ludovico Technique + A Lump of Coal synergy where only the first the first tick of damage would properly account for the distance that the player was standing from the tear.
Fixed the bug with the Monstro's Lung + Marked synergy is bugged where Marked would act as a range down and prevent angled shots.
Fixed the bug where if the player has Isaac's Heart and uses a Sacrifice Room, they would not get any rewards but still take damage.
Fixed the bug where dropping the Book of Shadows for another spacebar item would kill the shield from a Algiz rune, Celtic Cross, The Polaroid, or Empty Vessel.
Fixed the bug where taking Tech X after taking Ipecac would not properly update your stats.
Fixed the bug where Breath of Life did not work with the Broken Remote trinket.
Fixed the bug where if a teleport card was used at the same time as exiting the room, the teleport would be canceled.
Fixed the bug where Experimental Treatment could kill Blue Baby if he was at one soul heart remaining.
Fixed the bug where the Boss Rush would spawn the non-boss version of Gurglings.
Fixed the bug where Stone Chests did not have an icon on the minimap. (They now have a unique icon that is square.)
Fixed the bug where Spike Chests did not have an icon on the minimap. (They now have a unique icon that has a dark-red top and spikes.)
Fixed the bug where Eternal Chests did not have an icon on the minimap. (They now have a unique icon that looks like a white chest.)
Fixed the bug where Sacks did not have an icon on the minimap. (They now have a unique icon.)
Fixed the bug where the beam of light that leads to the Cathedral would fail to spawn if there were lots of explosions or tears on the screen.
Fixed the bug where having two Steam Sales would result in free Devil Room and Black Market items.
Fixed the bug where if the player has The Candle or Red Candle held over their head while they attempt to leave a crawlspace, the game would soft-lock.
Fixed the bug with the Dr. Fetus + Tech X synergy where the ring would generate black hearts for no reason.
Fixed the bug with the Incubus + Brimstone + Tech X synergy where the Incubus would shoot a laser ring instead of a blood ring.
Fixed the bug with the Spear Of Destiny + Kidney Stone synergy where the spear would desync from Isaac when the Kidney Stone activated.
Fixed the bug where the state of Guppy's Hair Ball would be reset after saving, quitting, and continuing.
Fixed the bug where using Void to consume Breath of Life did not actually grant any invulnerability. Now, it functions as a 1-charge Void and a Breath of Life at the same time.
Fixed the bug with BBF in L-shaped rooms where it would phase through the wall.
Fixed the bug where if you selected Daddy Long Legs or It Lives from the Bestiary and went back to the stats screen, the sprites would still be visible.
Fixed the bug where if the player had 1 familiar, used Box Of Friends, touched an item pedestal with another familiar, and then entered a new room, the two familiars would erroneously be stacked on top of each other.
Fixed the bug where you could use Glass Cannon to steal Devil Room items by using it to heal you for 1/2 of a soul heart.
Fixed the bug where it was possible to go into a Void portal during the "jumping into the chest" animation.
Fixed the bug where killing an angel spawned from a statue outside of an Angel Room would prevent an angel from an Angel Room from dropping a key piece.
Fixed the bug where it was possible to use We Need to Go Deeper! inside a crawlspace or Black Market (which had the potential to cause softlocks).
Fixed the bug with the Isaac's Tears + Brimstone + Chocolate Milk synergy where tears could be charged infinitely.
Fixed the bug with the Mom's Box + Cracked Crown synergy where it would not give you double stats.
Fixed the bug where Gurglings from Delirium or Delirious or would show up as normal Gurglings.
Fixed the bug where loading a mod would not properly overwrite the floor STB files.
Fixed the bug where the player would be soft-locked with no bombs on the Double Room room with 1 Rag Man and 2 Rag Mega (#3732).
Fixed the bug where the items from The Book of Sin were unseeded.
Fixed the bug where bombing an angel statue and killing the angel would result in a key piece becoming unobtainable.
Fixed the bug where the game would crash on most versions of Linux.
Fixed the bug where in certain situations, getting a Machine from a Gift Plate would soft-lock the game. (Machines now spawn in the center of the room.)
Mom's Box now works with trinkets consumed by Smelter or Gulp!.
Fixed the bug where Robo-Baby 2.0 does not unlock anymore after defeating the Computer Savvy challenge.
(patch notes collected by Zamiel + henry92 + Cyber_1)


[ 2017-02-26 22:24:07 CET ] [ Original post ]

January 20th 2017 Patch Notes

Hi All,

We've updated the game with more fixes. Please see below. For additional bugs/issues please send to isaac@nicalis.com. Include as much information as possible when reporting bugs. Thanks!

- Fixed Void, Dataminer, Rune Black incorrect
- Fixed Epiphora resetting between rooms and reset incorrectly
- Fixed Humbling Bundle not applying instantly on first shop visit
- Fixed grid entity randomly destroyed when reentering a room
- Changed the way price and modifiers is applied to items, should fix most of the shop/devil issues
- Fixed special rock spawns displaying first anm2 frame of spawned entity
- Fixed Error room + x2 Steam sale
- Fixed hush door consuming keys
- Refixed Ludo + Booger and Explosivo tears
- Metronome fixes
- All EvaluateItems are refering to NumCollectibleHeld instead of m_Collectibles for consistency.
- Fixed Punching bag being able to die.
- Fixed unfair room in Caves
made all Easy Sheol/Cathedral rooms Medium (approved, alot of room were actually medium/hard by design but flagged as Easy)
- Fixed bug in room difficultiy selection making impossible to pick easy rooms in cathedral/sheol and void
- Fixed Book_Worm issue
Made Library and Shops upgrades based on subtypes
Fixed Library/Shop missing rooms ^


[ 2017-01-21 21:12:08 CET ] [ Original post ]

Jan 6, 2017 patch notes for The Binding of Isaac: Afterbirth+

Fixes:


  • Reverted the steam cloud saving change from yesterday due to reports of the game being unable to find its save data if cloud saving was turned off
  • Fixed a crash releated to having multiple trinkets
  • Fixed a bug where the unlock checks for Ending 19 and Final were reversed in the cutscene menu
  • Gameplay adjustments


Modding:
Some changes were made to Lua sandboxing due to security concerns. Here's how they affect you:
If you used require("mobdebug").start() in your mods, that should be replaced with StartDebug() to prevent your script from hitting an error, since that only works with --luadebug enabled. This means you'll have to update any lua mods you've released with that line left in. We're very sorry for the inconvenience!
For now we strongly recommend running workshop mods only with --luadebug disabled. This recommendation may be retracted in a later update.
See the debugging page in the tools/luadoc documentation for a tutorial on setting up the debugger.

Changed the way unpacked resources are loaded, due to issues players were frequently seeing where unpacked resources were becoming outdated, players with incompatible legacy mod files or mods applied by the legacy method. Now the game prefers to load files from the pack file first, and if that fails, loads from loose files.

Fixed const-ness of player entity passed to certain callbacks
Fixed an issue where a function for getting the screen position of an entity didn't account for the camera offset or screen shake

ːrepoopː


[ 2017-01-07 08:53:29 CET ] [ Original post ]

Jan 5, 2017 patch notes for The Binding of Isaac: Afterbirth+

Yep! That's right!

Fixes:


  • Fixed a Windows crash caused by an exe modification step in the build process
  • Fixed a crash related to loading a game save after smelting trinkets
  • Fixed a crash on startup related to save data
  • Fixed a crash involving an item that would try to spawn doors in Greed/Greedier mode
  • Fixed a bug where the player could be hurt by certain fires spawned by their own items
  • Fixed a bug where the boss clear music could play too soon
  • Adjusted steam cloud save detection
  • Various adjustments for balance and fairness ːreheartː


Mod tools:

  • Fixed a display issue and some default path issues with room editor
  • Fixed a Mac issue with missing libraries that made the Mac ModUploader
  • impossible to launch without a specific dev environment installed


Modding API:

  • Generated comments for HTML documentation
  • Added descriptions of mod callback conditions, arguments and return values, in enums.lua and in HTML documentation
  • Changed signature of MC_EVALUATE_CACHE callback to pass the player entity
  • Removed some duplicated casts: Isaac.ToPickup and Isaac.ToEffect. Instead use entity:ToPickup and entity:ToEffect
  • Added some missing entity casts: ToBomb, ToLaser, ToKnife
  • Added some methods to player to get joystick inputs
  • Made player stats modifiable by mods
  • Removed getters for readonly player stats, since they were made redundant
  • Added functions such as Isaac.WorldToScreenPosition to convert game coordinates to rendering coordinates


To the brave intrepid Lua modders: We heard your criticism and we understand. It's still early days for the modding API. You can look forward to new possibilities as we open up access to more of the game's features and create more samples for you to base your mods on. We're still mostly focused on bug fixing at this time, so please be patient. This isn't even our final form!

In the mean time, there are some sample mods made by the dev team that have been lurking the dark corners of the workshop. They're collected here. http://steamcommunity.com/sharedfiles/filedetails/?id=835650828

ːrepoopː


[ 2017-01-06 03:34:17 CET ] [ Original post ]

Pre-Purchase Now - The Binding of Isaac: Afterbirth

The Binding of Isaac: Afterbirth is Now Available for Pre-Purchase on Steam and is 39% off for owners of Binding of Isaac: Rebirth!*

The Binding of Isaac: Afterbirth is the massively updated expansion to 2014's roguelike of the year, The Binding of Isaac: Rebirth. Following Isaac one more time on his journey players will find bizarre treasures that change Isaac’s form giving him super human abilities and enabling him to fight off droves of mysterious creatures, discover secrets and fight his way to safety.

This time, nothing is sacred.

*Offer ends October 30th at 10AM Pacific Time


[ 2015-09-15 00:12:00 CET ] [ Original post ]

The Steam Holiday Encore Sale Starts Today!

The Steam Holiday Encore Sale starts today! We brought back 40 of the most popular deals to give you one last chance to pick them up while they are on sale. Only 2 days left to take advantage of huge savings on thousands of games throughout our store.

Steam Holiday Encore Deals include:



Participating in the 2014 Steam Holiday Sale will also earn you exclusive Holiday Sale Trading Cards. Collect all 10 cards during the sale to earn the Holiday Sale 2014 Badge, backgrounds and emoticons! This is your last chance to craft the 2014 Holiday Sale Badge.

The Steam Holiday Sale runs until 10AM PST, January 2nd.


[ 2014-12-31 20:11:00 CET ] [ Original post ]

Patch v1.04 out now

Merry Christmas! Here is a list of major issues fixed by patch 1.04.

Bombing walls between special and secret rooms
This was introduced in 1.03 by mistake when fixing another secret room bug and is sorted out now.

Screen saver coming up unexpectedly on Linux
On Linux, we fixed a problem where the screen saver could come up in the middle of the game when using a gamepad.

Not being able to delete save slots
It should now be possible to delete save slots, even when using the Steam Cloud sync. In 1.03 the delete button often didn't do anything.

Black Judas achievements
Some players notified us about an issue where some Judas achievements were not unlocked for beating the game with Black Judas. This should be fixed now as well.

Apart from these major issues, we also made a lot of smaller tweaks and fixes.
The Mac OS X version will stay at v1.032 for now, we will update it after the holidays.


[ 2014-12-25 03:42:03 CET ] [ Original post ]

Patch v1.031 out now

Here is a list of major issues fixed by Patch 1.031

Steam Cloud sync
The game is now directly saving to the synchronized Steam Cloud folder. This means that you cannot accidentally overwrite your save files anymore by switching to a different Steam account on the same computer.
The save files (persistentgamedataX.dat, gamestateX.dat) are now in a folder inside your Steam userdata directory that will automatically be synced with the Steam servers.
On Windows, the path is C:Program Files (x86)Steamuserdata[account id]250900
emote

Random disconnect of some game controllers
Players experienced an issue where the Sony DS4 controller was disconnected randomly when using both analogue sticks at the same time.

Other than that, expect a lot of minor bugfixes and some balancing fixes.


[ 2014-12-10 20:23:00 CET ] [ Original post ]

The Steam Exploration Sale Day 4!

For the next six days, take advantage of huge savings throughout the Steam store on thousands of titles. Plus, discover new and recommended games on your personalized Exploration Sale page here. Check back each day for new Daily Deals.

Today’s Featured Deals Include:


The Steam Exploration Sale runs from now until 10AM Pacific Time, December 2nd. Complete information on Daily Deals and other special offers can be found on Steam.


[ 2014-11-29 19:00:00 CET ] [ Original post ]