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Hello! This update features a redesign of level 5 - the level with the grappling walls. Grappling walls have always been problematic and more importantly, they just weren't much fun. This is why they've been replaced by new mechanic, a new orb type. Here's a little preview of the new level 5: https://www.youtube.com/watch?v=TGjAYweNJXk The level is now more fluid, fast paced and hopefully more fun to play! Changelog
Hello! This update features a redesign of level 5 - the level with the grappling walls. Grappling walls have always been problematic and more importantly, they just weren't much fun. This is why they've been replaced by new mechanic, a new orb type. Here's a little preview of the new level 5: https://www.youtube.com/watch?v=TGjAYweNJXk The level is now more fluid, fast paced and hopefully more fun to play! Changelog
Hello everyone!
It's been a while since the last update, and I wanted to let you know what I've been working on and what's coming up next. My main focus over the past few months has on a fully animated character model. The game will still be in first person, but you will be able to see the arms and legs of the character. The goal is to make the gameplay feel more thrilling and exciting and make every action feel more impactful. Additionally, this will help with perceiving distance, especially when close to walls. Here's a sneak peek of an early version of the character model:
If all goes as planned, the character model should make it into the game sometime in October. Aside from the character model and animations, I've also been working on several other features which I'll be posting about in future blog posts, so stay tuned!
Hello everyone!
It's been a while since the last update, and I wanted to let you know what I've been working on and what's coming up next. My main focus over the past few months has on a fully animated character model. The game will still be in first person, but you will be able to see the arms and legs of the character. The goal is to make the gameplay feel more thrilling and exciting and make every action feel more impactful. Additionally, this will help with perceiving distance, especially when close to walls. Here's a sneak peek of an early version of the character model:
If all goes as planned, the character model should make it into the game sometime in October. Aside from the character model and animations, I've also been working on several other features which I'll be posting about in future blog posts, so stay tuned!
Welkin Road is now available on Mac OS X as well and should work on versions 10.8 and newer. Along with this comes update v0.24.3 which addresses the bugs that were found recently. Changelog:
Welkin Road is now available on Mac OS X as well and should work on versions 10.8 and newer. Along with this comes update v0.24.3 which addresses the bugs that were found recently. Changelog:
This small update fixes the bug that prevented the "Welkin Road" achievement (that you receive for completing all levels) to be updated. When first running this version of the game it will check your progress, and update the achievement retroactively. If you previously completed all levels, running this build should unlock the achievement on Steam. Changelog:
This small update fixes the bug that prevented the "Welkin Road" achievement (that you receive for completing all levels) to be updated. When first running this version of the game it will check your progress, and update the achievement retroactively. If you previously completed all levels, running this build should unlock the achievement on Steam. Changelog:
I'm excited to let you know that the Linux build of Welkin Road is now live. You should be able to play the game on at least Ubuntu 12.04+ and SteamOS (mouse is still required for now), but it should also run on most modern Linux distributions. If you encounter any bugs with the Linux version, please let me know. Update v0.24.1 is now live as well and includes a couple of bug fixes. Changelog (v0.24.1):
I'm excited to let you know that the Linux build of Welkin Road is now live. You should be able to play the game on at least Ubuntu 12.04+ and SteamOS (mouse is still required for now), but it should also run on most modern Linux distributions. If you encounter any bugs with the Linux version, please let me know. Update v0.24.1 is now live as well and includes a couple of bug fixes. Changelog (v0.24.1):
Hi there! This is a rather big update and it includes a bunch of new features. The first addition is controller support. It features fully rebindable inputs, horizontal and vertical sensitivity settings and an option to invert each of the axes. To make the new control scheme easier to use two helpers were added: aim assist and camera assist. Aim assist helps to track the orbs while camera assist helps to adjust the camera when wall running and wall jumping. Both of these helpers can be turned on and off (for both controller and mouse) in the options menu. The controller inputs are, by default, set up for the Xbox 360 controller, but any other controller should work as well after modifying the bindings. I'm interested to hear your thoughts on the new control scheme and what I can do to improve it. The wall run mechanic has been redesigned. The biggest difference is that while wall running, the view direction now determines the direction of the jump. If you're used to the old wall run, this might take a bit of time to get used to, but I think it's an improvement overall since it gives more control to the player. Leaderboards have been added to Steam and can be found here. Scores will be automatically posted whenever you complete a level in exploration or speedrun mode. Because the gameplay and level design is likely to change before the full release, at least one leaderboard reset will be necessary. Along with this update, Steam trading cards have been added and will start dropping the next time you play. Changelog
Hi there! This is a rather big update and it includes a bunch of new features. The first addition is controller support. It features fully rebindable inputs, horizontal and vertical sensitivity settings and an option to invert each of the axes. To make the new control scheme easier to use two helpers were added: aim assist and camera assist. Aim assist helps to track the orbs while camera assist helps to adjust the camera when wall running and wall jumping. Both of these helpers can be turned on and off (for both controller and mouse) in the options menu. The controller inputs are, by default, set up for the Xbox 360 controller, but any other controller should work as well after modifying the bindings. I'm interested to hear your thoughts on the new control scheme and what I can do to improve it. The wall run mechanic has been redesigned. The biggest difference is that while wall running, the view direction now determines the direction of the jump. If you're used to the old wall run, this might take a bit of time to get used to, but I think it's an improvement overall since it gives more control to the player. Leaderboards have been added to Steam and can be found here. Scores will be automatically posted whenever you complete a level in exploration or speedrun mode. Because the gameplay and level design is likely to change before the full release, at least one leaderboard reset will be necessary. Along with this update, Steam trading cards have been added and will start dropping the next time you play. Changelog
Hello everyone! After the Early Access launch last week, I'd like to take a moment to thank everyone for supporting and showing interest in this project. This is the first update to the game and it addresses the issues with level 5. In the updated version the awkward sections were removed and replaced with sections that focus more on pace. Changelog:
Hello everyone! After the Early Access launch last week, I'd like to take a moment to thank everyone for supporting and showing interest in this project. This is the first update to the game and it addresses the issues with level 5. In the updated version the awkward sections were removed and replaced with sections that focus more on pace. Changelog:
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