Name | Distance | ||
Developer | Refract | ||
Publisher | Refract | ||
Tags | |||
Release | 2018-09-18 | ||
Steam | 6,29€ 5,84£ 7,49$ / 70 % | ||
News | |||
Controls | Keyboard Mouse Partial Controller Support | ||
Players online |  5  | ||
Steam Rating | Very Positive | ||
Steam store | |||
VR Support | |||
Keboard & mouse |  YES  | ||
Gamepad support |  YES  | ||
Seated |  YES  | ||
How long to Beat | |||
Main Story |  2 Hours  | ||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  200,000 .. 500,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 110 | ||
Average playtime (last 2 weeks) | 0 | ||
Median playtime (forever) | 188 | ||
Median playtime (last 2 weeks) | 0 | ||
Public Linux depots | Distance Linux [1.2 G] |
[h3]Looking for Community Levels[/h3] Its been a while since our last update but the incredible community-made levels just keep coming (almost 5,000 of them)! Im looking into doing another small Community Level update to feature some in game, and I could use your help in deciding what should be included. Ive created a Google survey where you can nominate your favorite levels released over the last couple years. Please check it out here:
[h3]Steam Cloud Bug Fixed[/h3] In other Steam-specific news, I was made aware of an issue with Steam Cloud. Upon reaching Steam's file limit you would see "k_eResultFileNotFound" errors in-game after finishing a map, or when you try to upload or update a workshop map. To remedy this I'm no longer syncing the "LocalLeaderboards/WorkshopLevels" folder which means Workshop local leaderboards will not be synced with the Cloud (since there could be endless files). I'm also not syncing your Graphics Settings across devices since that could result in resolution mismatches and other issues. I hope you all are doing well and thanks for reading! - Jordan |
Hey all, this is a quick update to say that Steam Cloud is now enabled for Distance! It's obviously been a very strange year but plenty is happening behind the scenes. We're not quite ready to discuss what's coming next from Refract but we hope to have news soon. Until then I hope you and your families are staying safe and doing well this year! - Jordan (with everyone at Refract) |
As some have noticed I did clearly fail to post a devlog or do a dev stream since my last Steam announcement. Between normal Refract distractions and some personal health issues my hands have been painfully full over the past few months. Sorry for the delay, and hopefully the dev stream will tide you over until I have a chance to finish up the devlog. Hope you're having a great holiday season! - Jordan (with everyone at Refract) |
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Now Streaming on Spotify, Apple Music, and More! Due to popular demand we've also made the soundtrack available for streaming! Over the next few weeks the soundtrack will also be available via Pandora, Tidal, Napster, iHeartRadio, ClaroMusica, Saavn, Anghami, KKBox, MediaNet, Instagram/Facebook, and TikTok. Be sure to follow Jordan Hemenway and The Quiggles on your favorite platforms (e.g. Spotify, SoundCloud, etc.) to keep up to date with future releases! Thank you for all of the incredibly kind words about the soundtrack since the v1.0 launch. We hope you enjoy these new tracks! - Jordan (with everyone at Refract) |
[previewyoutube=u9M5m4pchCQ;full][/previewyoutube]
Level Editor
Here's a helpful reference sheet showing what's available with the new particle textures: As for changes to music selection in the editor I made this handy chart for converting from old IDs to the new names: MusicCueID Conversions Bugs Fixed
Congrats to the creators whose levels were selected for inclusion in the Horizon Update! Once again we're impressed by your ambition and creativity and we're excited to share your creations with players. We're looking into hosting another dev stream fairly soon to play through v1.4 so stay tuned for news about that! I'm also working on a much longer write up that discusses the PS4 build, thoughts on Distance's development, and a peek into Refract's future. Until then we hope you enjoy this update! Let us know what you think of v1.4 below! - Jordan (with everyone at Refract) |
Bugs Fixed
v1.3 DEV STREAM: TUESDAY AT 6PM PT Once again we'll be doing a special dev stream to play through and discuss the latest additions to Distance. We hope to see you live on Twitch later today!
- Jordan (with everyone at Refract) |
Today's Deal: Save 50% on Distance!* |
Level Editor
Bugs Fixed
WORKSHOP HIGHLIGHT The Workshop Highlight has certainly been overdue for an update, so here are 10 excellent new levels for you to try out! https://steamcommunity.com/sharedfiles/filedetails/?id=1545830054 https://steamcommunity.com/sharedfiles/filedetails/?id=1494945133 https://steamcommunity.com/sharedfiles/filedetails/?id=1718602453 https://steamcommunity.com/sharedfiles/filedetails/?id=1581656993 https://steamcommunity.com/sharedfiles/filedetails/?id=1441380632 https://steamcommunity.com/sharedfiles/filedetails/?id=1513504414 https://steamcommunity.com/sharedfiles/filedetails/?id=1425812313 https://steamcommunity.com/sharedfiles/filedetails/?id=1749813432 https://steamcommunity.com/sharedfiles/filedetails/?id=1559158081 https://steamcommunity.com/sharedfiles/filedetails/?id=1557852871 For those curious about the PS4 port or the Nexus soundtrack update I also posted a little bit about both on refract.com. Let us know what you think of v1.3 below and we hope you enjoy! - Jordan (with everyone at Refract) |
https://www.youtube.com/watch?v=IXi3g7d8RHo
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Level Changes
Level Editor
Bugs Fixed
Regarding custom music being Windows-exclusive: I'd love to see this come to macOS and Linux/SteamOS but my current API doesn't support it. Perhaps one day I can work around that but for the foreseeable future it will be only available on Windows. DEV STREAM THIS SATURDAY 3PM PT Tomorrow (Saturday) we'll be doing another special dev stream to play the new content in v1.2, plus finally playing the DAC levels we didn't play in our previous stream. Hope to see you there!
Also... something strange seems to be happening... Systems have detected several crustacean energy signatures transmitting messages within Nitronic Citys walls. - Jordan (with everyone at Refract) |
Level Changes
Level Editor
Bugs Fixed
JANUARY WORKSHOP HIGHLIGHT Once again I've updated the main menu to highlight some of the latest and greatest community levels released over the past few months! https://steamcommunity.com/sharedfiles/filedetails/?id=1545830054 https://steamcommunity.com/sharedfiles/filedetails/?id=1547343617 https://steamcommunity.com/sharedfiles/filedetails/?id=1606920669 https://steamcommunity.com/sharedfiles/filedetails/?id=1549969325 https://steamcommunity.com/sharedfiles/filedetails/?id=1559158081 https://steamcommunity.com/sharedfiles/filedetails/?id=1545599679 https://steamcommunity.com/sharedfiles/filedetails/?id=1552281484 https://steamcommunity.com/sharedfiles/filedetails/?id=1623379945 https://steamcommunity.com/sharedfiles/filedetails/?id=1550962645 https://steamcommunity.com/sharedfiles/filedetails/?id=1532423172 - Jordan (with everyone at Refract) |
Bugs Fixed
DEV STREAM THIS SATURDAY 2PM PST The fifth annual Distance Advent Calendar (DAC) is about halfway through, and we've already seen some absolutely incredible creations so far. Check out our video on social media for a recap of the first week: Twitter / . This Saturday we'll be doing a special dev stream to play through the first two weeks of levels and (most likely) talk about the v1.1 update.
Let us know what you think of v1.1 below and we hope to see you this weekend! - Jordan (with everyone at Refract) |
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Level Editor
WORKSHOP HIGHLIGHT Also be sure to check out these excellent scary/spooky/eerie Workshop levels today! https://steamcommunity.com/sharedfiles/filedetails/?id=540614230 https://steamcommunity.com/sharedfiles/filedetails/?id=539551440 https://steamcommunity.com/sharedfiles/filedetails/?id=540666861 https://steamcommunity.com/sharedfiles/filedetails/?id=540547153 https://steamcommunity.com/sharedfiles/filedetails/?id=539530475 https://steamcommunity.com/sharedfiles/filedetails/?id=1359671388 https://steamcommunity.com/sharedfiles/filedetails/?id=1550962645 https://steamcommunity.com/sharedfiles/filedetails/?id=835699285 https://steamcommunity.com/sharedfiles/filedetails/?id=952788874 - Jordan ([i]@torcht) |
If you have a favorite track on the OST I'd love to hear which one it is. Let me know on Twitter! NEW DISTANCE PATCH (v1.01) Today we're also releasing a small patch to address some issues in v1.0 as well as include The Manor as a main menu option and include some of the new music from the soundtrack. Yes, that includes Machine 17 and its fancy remix. Check out the changelog below! v1.01 Changelog: GENERAL IMPROVEMENTS
BUG FIXES
UP NEXT... I was originally intending to release the OST alongside v1.0, but I clearly underestimated how long it would take to finish up extended tracks and clean up various issues in older tracks. Thanks for being patient while I recovered from the v1.0 launch and took time to wrap this up. Now that we've all had some time to process the v1.0 launch we're hard at work on some cool new stuff for future updates. Stay tuned for more to come! - Jordan ([i]@torcht) |
What Players Had to Say about Distance’s Gameplay
What Players Had to Say about Distance’s Community
We are looking to v1.1 and beyond, but for now I think we're going to take a bit of a break. For those awaiting the soundtrack, today will be a long day of rolling things out (i.e the Steam builds, DRM-free builds, art book, soundtrack, etc). It's mostly down to me getting that stuff finalized so please be patient while I work through it all. Also, on a personal note I have to mention that Boombox Mode and custom MP3 support are indeed temporarily unavailable in v1.0. This is due to a tech limitation when upgrading our audio backend before launch. I do plan to re-integrate these features as soon as I can, so thanks for your patience while I figure it out. Anyways, thanks again to our Kickstarter backers and Early Access players for being a crucial part of this development. Also thanks to my amazing teammates for inspiring me daily and pushing me to be my best. We all can't wait to see what you think of v1.0! - Jordan ([i]@torcht) |
Hey all, |
Tournament Format There will be three rounds: the qualifiers, the semifinals, and the finals. The first round (the qualifiers) will be seeded such that players that have performed well in past tournaments will be given higher seeds. This will keep each group fair, and make sure that all players have a reasonable shot at reaching the finals. The win timer for all matches except the finals will be 3 minutes. The finals will have a win timer of 5 minutes. Based on the number of sign-ups, the qualifiers will be split into four or more groups, and each group will have as close to five players as possible. If we have fewer than 23 players, there will be four groups, and the top two players from each group will move on. Additionally, the third place player from each of the four groups will play in a special group, and the top two players from that group will move on. If we have 23 or more players, there will be five groups and the top two players from each group will move on. The 10 players that advanced from the qualifier will be split into two groups, and for each group of five, the top two players will move on. Additionally, the third and fourth place players from each group will play in a special group, and the winner of that match will move on. The five players that advanced from the semifinals will play a single match with an extended win timer of five minutes, and prizes will be awarded based on placement in this match. Additional Rules
- Jordan ([i]@torcht) |
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We hope you enjoy this small nostalgia trip. Stay tuned for a couple more exciting announcements this week leading up to the launch! - Jordan ([i]@torcht) |
We were previously planning to keep these levels a secret until right before the tournament, but we eventually decided it's more fair to allow practice on these maps all week. This is your last chance to win a physical award before v1.0 releases! To sign up simply join our Discord and let us know you'd like to enter via the #tournament_signup channel. See you this Saturday!
- Jordan ([i]@torcht) |
Happy Friday! Can you believe Distance v1.0 launches in less than 11 days? Seems like an excellent time to release a bunch of new wallpapers and profile overlays! WALLPAPERS STE2 ROUND 3 REMINDER Tonight at 11:59pm PST is the deadline for submitting your Reverse Tag level for Survive the Editor 2. Tomorrow we'll be playing through the entries and scoring them based on visuals, gameplay, and how well they match the theme. Don't miss out! Learn more: http://survivethedistance.com/survivetheeditor Watch live: https://www.twitch.tv/refractstudios - Jordan ([i]@torcht) |
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Tournament Format Each listed map will be run a given number of times, and for each player only their fastest time on the map between all their runs will be used. The slower times will be dropped. Each round will eliminate all but the (20/10/5) fastest players. The order of maps to be run for the finals is as follows:
Additional Rules
After all these years I know that some insane skills will be on display. Can't wait to see how this one shakes out. See you on Twitch today! - Jordan ([i]@torcht) |
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We’ll be giving away an incredible, one-of-kind, 3D-printed trophy to each week’s grand prize winners (seen above), as well as t-shirts, posters, and glow-in-the-dark pins to the runners-up! Whether you like to create levels, race with others, or just watch on Twitch there’s something for you. We hope to see you join! Learn more: http://survivethedistance.com/survivetheeditor/ - Jordan ([i]@torcht) |
Distance v1.0 is increasing to $24.99 To accompany the final increase in content, we’ve decided to set the final price of Distance to $24.99. This change will begin in one week on August 15th, 2018, so if you’d like to pick up Distance at it’s current price of $19.99 you have one week to do so. So yeah, this is really happening Cutting together this new trailer was incredibly enjoyable for me – not just because I love mysterious cinematic stuff, but more because it was an excuse to show off the amazing work of my teammates. And trust me when I say the coolest stuff in Distance v1.0 is not in that trailer. There are still plenty of secrets yet to uncover, and today is just the beginning. Let us know what you think of the news on Discord and in the comments below! - Jordan ([i]@torcht) |
Thank you once again for your continual patience and encouragement while we push toward this massive milestone! - Jordan ([i]@torcht) |
Hey everyone! Today we're releasing a small patch to remove the Winter theme from Distance and fix a few bugs.
LEVEL EDITOR
BUG FIXES
- Jordan ([i]@torcht) |
If you missed last week's live stream you can also check that out where a few of the devs play through 21 of the levels in a mini marathon:
THE CHRISTMAS UPDATE: Build 5930 GENERAL IMPROVEMENTS
LEVEL EDITOR
BUG FIXES
- Jordan ([i]@torcht) |
- Jordan ([i]@torcht) |
LEVEL EDITOR
BUG FIXES
EDIT (12/1): The build has been updated to 5824 with additional bug fixes.
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Development Update As you might have guessed by the short changelog, this build does not contain all of the new stuff we've been developing internally. We still plan to release the final Adventure mode at v1.0, and while things are going well we're not currently in the best spot to branch back into the public build. Since our June update we've added quite a bit of new tech to make certain cool things happen in the new Adventure mode, but unfortunately it causes some issues with the old Adventure mode. Since it would be sad to miss our tradition of releasing a Halloween patch, our solution was simply to patch the latest stable branch. It might be a bit unorthodox, but we figured it was better than no patch at all. (an upgraded level from the revamped Adventure, can you guess which one?) As I mentioned above, content for the v1.0 release (i.e. final Adventure mode and some other secret stuff) is coming together nicely. Adventure mode itself is finally nearing completion, so one of our current big tasks is to ensure performance and memory usage are acceceptable thoughout the campaign. Many of the final Adventure levels have 2x as many objects than their current early access counterparts. To ensure the new levels run as smooth as possible it requires some clever optimizations on our end. We're using the PS4 build as a performance benchmark and have been making good progress this month towards our target, though we clearly have some work to do. (framerate data for secret new level running on the PS4) I still can't yet announce everything that will be released at v1.0, but some very cool stuff is making the cut. We're making slow but steady progress every day over here, doing our best to stay within scope while still living up to the promises we made. Until we can say more I hope you get a kick out of this week's patch and have a fun Halloween! - Jordan ([i]@torcht) |
Hi everyone! We've got something really cool going on this weekend. We'll be hosting our first ever Sprint tournament this Saturday, August 12th! Sign up to race on Discord, and watch the fierce competition in action on Twitch!
One big reason why we haven't yet hosted a Sprint tournament is that we wanted to ensure it would be as fair as possible for all players. In that effort we've invited three talented level creators from our community to each create a brand new level. The levels will be officially unveiled on Saturday during each round of the tournament. In the meantime, here’s a teaser: Learn more about prizes, event rules, and more on Discord. See you on Saturday! DISTANCE AT GAMESCOM In other exciting news, we'll be returning to Germany in less than two weeks to show Distance at gamescom! We're really excited to show off some of the latest levels in Adventure mode to our European friends, host a few tournaments at the booth, and some other fun stuff. Thanks to our friends at Indie Arena for having us again! You can find us in Hall 10.1 Booth A-020. If you’re attending, be sure to watch @refractstudios on Twitter for the latest info during the show. https://www.youtube.com/watch?v=aSpAqfuxqZY LOOKING FOR GAMESCOM VOLUNTEERS Since there are just a couple of us making the trek to Germany we're once again looking for volunteers to help at the booth (especially with events like tournaments). In exchange for volunteering at the booth we can get you special access to the expo and likely some other rewards. If this interests you please email ellie@refract.com with the subject line "Gamescom volunteer" and we'd love to discuss the details with you. QUICK DEVELOPMENT UPDATE The past couple months have largely been focused on wrapping up major content for the 1.0 release, including Adventure mode as well as some miscellaneous content for Arcade. Wrapping up a project of this scope has certainly been an immense challenge, but I can’t describe how exciting it is to see the pieces all come together. On the PS4 side of things, our next major step is to take any content that’s locked in and do our best to make any required optimizations. Not only do our latest Adventure levels push the CPU to its limit, we are noticing that memory has finally become a concern. We’ve been holding off on these final optimizations until we knew how far the PS4 would be stretched. On the upside the visual quality of our environments has never been higher. We just have to ensure that the PS4 (and lower spec machines in general) are able to fully enjoy them. Following gamescom we’re essentially moving into the final polish and optimization stage of development. We don’t have a perfect plan for what will be publicly released on PC before the 1.0 launch because our focus is 100% on finishing content for 1.0. There is (of course) an endless list of things we’d like to improve in the public build, but we must stay the course and get this 1.0 content locked in before moving on. Anyway, our plan is to keep pressing forward and do our best to bring this project to a proper 1.0. We hope to see many of you at gamescom later this month, and in the meantime we can’t wait to witness the tournament madness this weekend. - Jordan ([i]@torcht) |
LEVEL EDITOR
BUG FIXES
- Jordan ([i]@torcht) |
I'm working on a proper (much more detailed) changelog that I aim to post by the end of today. For those wanting to just jump in and mess around now I wanted to post the highlights. Be back soon with more details! - Jordan ([i]@torcht) |
EXPERIMENTAL BUILD 5389 Our collective focus over the past couple months has been on Adventure mode (and some other secret stuff). We had to take a break from experimental updates for a bit, but now that MomoCon is over we're getting back into the "Arcade" groove. Today we're releasing experimental build 5389 which features several a wide array of improvements. Check out the changelog on the forums for more details. Build 5389 changelog:
MomoCon, Adventure Mode Development As Adventure mode development has accelerated forward it's been challenging to publicly discuss what we've been cooking up. We've been continually refining the visual cohesiveness of Adventure mode, how new mechanics are taught, and the overarching pacing story-wise. A couple weeks ago we travelled to Atlanta, Georgia to take part in MomoCon which was an adventure of its own. Refract was given booth space since we were finalists in MomoCon's indie awards, and we figured why not give it a shot. We demoed a completely new demo, and the response to the new content was resoundingly positive. On top of that we were even selected as one of the 5 winners in the MomoCon Indie Awards ceremony! Check out Mike Fahey (Kotaku) talking about the game and collecting the award here: https://twitch.tv/videos/147697061?t=20m25s While MomoCon was a solid "marketing" event for us, I think the playtesting side of it was actually the most productive part. We still could a do a bit better in terms of teaching new players mechanics (which is half of the point of Adventure mode), but I'd say that our latest experiments certainly demonstrated an improvement. Somewhat ironically as we add more detail and intention to the environments, we're distracting the player from the task at hand. Finding that balance between gameplay and story is probably the trickiest part of creating Adventure mode. Testing with fresh players really is the best way to ensure we're riding the line as best as possible. Thanks to all of the Distance and Nitronic Rush players that came over to say hi and chat! We had a lot of fun. Now it's back to the lab to evaluate the latest round of feedback. June Workshop Highlight You might have noticed that before MomoCon I updated the Workshop Highlight feature a specific creator, fzeroman. Moving forward I'd like to continue this trend with a wide variety of creators who have put out several great levels. For today I've switched back to a more traditional highlight, but if you have a specific creator you think should be highlighted in the future please let me know in the comments below! Here are this week's highlighted levels: http://steamcommunity.com/sharedfiles/filedetails/?id=923919455 http://steamcommunity.com/sharedfiles/filedetails/?id=920953638 http://steamcommunity.com/sharedfiles/filedetails/?id=916735824 http://steamcommunity.com/sharedfiles/filedetails/?id=916892244 http://steamcommunity.com/sharedfiles/filedetails/?id=879200797 http://steamcommunity.com/sharedfiles/filedetails/?id=911414258 http://steamcommunity.com/sharedfiles/filedetails/?id=863026353 http://steamcommunity.com/sharedfiles/filedetails/?id=858229129 http://steamcommunity.com/sharedfiles/filedetails/?id=895652750 http://steamcommunity.com/sharedfiles/filedetails/?id=873422480 http://steamcommunity.com/sharedfiles/filedetails/?id=875612049 http://steamcommunity.com/sharedfiles/filedetails/?id=875722215 http://steamcommunity.com/sharedfiles/filedetails/?id=923374136 http://steamcommunity.com/sharedfiles/filedetails/?id=632713480 http://steamcommunity.com/sharedfiles/filedetails/?id=938169628 Anyways, let us know what you think of the latest changes on the experimental branch. Hope to see this Saturday during the stream! - Jordan (@torcht for more frequent dev updates) |
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MARCH DEVLOG, PAX EAST RECAP As I mentioned previously, development this month has really been all over the place. For the most part I've been working with the newly formed "Adventure Crew" (Kristian, Brent, and Galen) to ensure they have what they need to iterate on Adventure mode. That includes quite a few bug fixes and revamps to existing editor tools and objects. Aside from tools, my focus has been largely on production planning and providing creative direction for the story. It's been quite refreshing to take a step back from level design, be continually presented with new level content, and focus on how the pieces all fit together. Kyle has been largely focused on Stunt mode, figuring out how to simultaneously make the mode more engaging for new players and complex for experienced ones. He started by taking some old Stunt gameplay experiments of mine and heavily refined them until he ended up with the system we have today. It's the classic challenge of creating a mode that's both intuitive and complex. We're very excited to read what others think of the progress so far. While Jason had been bouncing between various projects over the past couple months, he ended up zeroing in on the Animator component after Kristian provided a concrete outline of would be expected in that feature. In an impressively short amount of time he's added a lot of complexity to the component, and I feel like we've barely scratched the surface in using it ourselves. Not only can you create just about any obstacle using golden simples, Jason revamped our trigger system to allow for all sorts of interesting behavior. As with any new editor feature I can't wait to see how creators push it to the extreme. As a sort of middle-of-the-month milestone Ellie and I travelled to Boston for PAX East. Once again we were a bit ambitious with the booth design, mostly in that we had to get so many wires and LEDs to the venue and somehow assemble them. Andrew as usual did an amazing job setting everything up, and then it was down to me and Ellie to figure out how to actually put it all together. In the end it an intense amount of work to pull everything together, but I was really happy the final product. (mockup of the booth made in Distance's level editor) (the actual booth at PAX East) For this expo we did something different and attempted to show the new Stunt changes, partially just for playtesting, but also to show press the latest changes to the game. Kyle did an amazing job pulling together everything tech-wise we needed for the demo build that week, and Kristian and Brent did a great job finishing a version of Neon Park to show off. We met with a truly surprisingly number of existing Distance players, introduced the game to plenty of new players, chatted with the press, and even organized a few tournaments. It was a fun weekend overall. Finally, a super special thanks to Trace Evans who was incredibly generous and helped out at the booth during a huge chunk of the weekend. Our success at PAX certainly wouldn't have been the same without his help! PAX East Press Recap
All month long the Adventure Crew have been developing massive improvements to Adventure mode, both in story and gameplay. As usual I can't yet reveal exactly what they've been adding and changing, but I can say that they're doing an excellent job of making the publicly available Adventure mode feel like an ancient relic. (thanks to all of the DigiPen testers that played and gave great feedback!) This past weekend we were offered the ability to playtest at DigiPen during their Spring LAN party so we used that milestone to clean up the campaign as best as we could. We crunched like crazy to pull all of the new pieces together, and it was fantastic seeing how the package is coming together. We learned quite a bit about what weaknesses exist in the campaign. Moving forward we need to cut a bit deeper to hit our story goals, but fortunately it seems that new players are finding plenty to enjoy in the current experience. The rest of the team have been hard at work with secret projects, so there's plenty of cool stuff in the pipeline to be announced. We can't wait to see what everyone thinks of the latest stuff on the experimental branch. If you check out today's build let us know what you think via the Steam forum thread! - Jordan (@torcht for more frequent dev updates) |
EULA UPDATE Finally, on a slightly less exciting note, we’ve updated our EULA and added a dedicated Privacy Policy. You can review it on our website: If you’ll be at PAX East we hope to see you at Booth #23131! Watch out on Steam for news about upcoming experimental builds. Otherwise stay tuned for more info about our upcoming major update! - Jordan (@torcht for more frequent dev updates) |
Check out a preview of Ashamael's new tag level created specifically for this event: http://steamcommunity.com/sharedfiles/filedetails/?id=865749611 HOW DO I SIGN UP? Use the community Discord to sign up. Simply enter the #tournament_sign-up channel and voice your interest. More thoughts from the organizers below.
[quote=Splaysh]Tournament starts at the usual SS time on Saturday, February 18th. We're hoping for at least 16 participants. Stream is here: https://www.twitch.tv/splaysh - Only sign up if you're sure you can make it - Please only use this channel to sign up - Be clear when you sign up (no "maybe", "might make it", etc. ) - We'll close registrations a few hours before the tournament, or earlier if we get too many. Organizational and technical difficulties are to be expected. We hope you'll have fun and GL to all the players.[/quote] WORKSHOP HIGHLIGHT I also updated Distance's main menu to highlight 12 new Workshop levels! Some new releases, some older tracks that you might have missed. Check them out!
- Jordan (@torcht for more frequent dev updates) |
This month's devlog includes answers to all of our frequently asked questions (e.g. the launch window, PS4 release) as well as thoughts on Adventure mode, new music, and more. Hope you enjoy! - Jordan (@torcht for more frequent dev updates) |
General Improvements
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You should definitely check out any of those you've missed over the past month! Except maybe the meme. You aren't missing anything there. FINAL ROUNDUP To recap the 3 releases since the last post, we've gathered up 3 DAC contributors to write some words about them, hot off the presses! #22: Radical Highway - fzeroman Skirmisher: Traditionally, fzeroman has been very good at building levels that evoke a sort of PSX/Dreamcast vibe, graphically speaking. Here, he's tried his hand at a Sonic Adventure 2 level straight out of that era, and it fits Distance like a glove, while retaining its Dreamcast nostalgia. If his rendition of Scrap Brain Zone was the Distance equivalent of a Sonic Generations remake, Radical Highway is almost a straight-up port as far as the looks go! #23: The Night Before - Qubic Siddey10: This level sees players put behind the wheel of a mouse-sized Refractor. Race along the narrow toy roads, through a vent and into the attic. Watch out though, as normally small insignificant objects become a very real threat at this size! #24: Automobile Annihilator - fzeroman Plasmawario: Automobile Annihilator is a track that differs from fzeroman's usual designs. Much like Car Crusher, it is purely a destructive and merciless track that is certainly not for the faint-hearted! While it is almost absent in aesthetics, its abundant use of obstacles and advanced transfer/maneuver techniques makes it quite unsuitable for beginners, but it should offer a nice exercise for the more veteran/experienced players out there. If you’re looking to test your skills and/or just want to torture yourself for a bit for whatever reason, then this track will suit you nicely. CLOSING THOUGHTS To mix things up a bit on this, the 24th of December, we thought we'd gather up a few folks who took part in the 2016 Distance Advent Calendar and see what thoughts they had on the whole thing. Phimeek (Natural Gift, White Land GX) I participated in the DAC last year with Pathogen. Looking back, I would put my best effort on the new simples if the Creativity update came out earlier. But all good things requires more time. I decided to challenge myself by making 2 levels this year but I got too lazy that I finished the two levels just before it was due. I did put my best efforts on it and it paid off with Natural Gift as it was well received in the community. I may be too burnt out to continue work on levels for a while, but when the annual DAC event comes around every year, I would love to contribute again. It’s a good event and you should participate in it every year to show that you love this game. Plasmawario (The Factory) Being able to participate in DAC, for the first time, this year was indeed an honor. Watching as all these truly outstanding tracks being uploaded by amazing/talented people daily, and even forging a track myself, was an exciting yet semi-stressful experience. Being able to witness some of my top-favorite track creators upload masterpieces sort of intimidated me a little. Nonetheless what came up certainly baffled me across multiple levels. On top of that, I'd also like to take the time to compliment the Tag Tournament. As it was the first one I was around for, the fight for victory was, needless to say, adrenaline-pumping and truly a battle-of-the-ages. The tag arena itself was grand and clearly showed that it had heart and soul poured into it. To wrap it all up I am blessed for being apart of this outstanding community. I look forward to next year's DAC and Tag Tournament as well as any future events that may take place. Siddey10 (The Day After Tomorrow) Being a part of DAC this year was a blast. It was certainly fun work on a level for you guys to enjoy, and battle for that top time. I’d certainly suggest going and playing PPPaul’s level Particular Journey though if you haven’t already done so. That track has inspired me to work more on learning the particle system for future creations. I’d also like once again to thank those who worked on the tag arena (Tournament 2016 Neo) for the tournament. It was an amazing arena to battle on, and I certainly can’t wait to see what they have planned for the future. KnightBane (Noah) (Disorientation) This was the first DAC I’ve been around for, and it was a pretty awesome first one to be around for! The tag tournament was loads of fun, and extremely well put together. There were so many amazing tracks created by the community, and I made my first track ever to try to help out. It was a lot of fun! Though making a track can also be pretty stressful. But I think all my hard work was worth it in the end for the masterpiece, if I do say so myself, Lamp Realm! (timawesomeness approved.) In all seriousness though, thank you all for making my first DAC a great one! I hope there will be many more just as great as this one. (p.s. Lamp Realm wasn’t actually my DAC track) MCrekna1 (Widening Transfers) I started playing Distance shortly before last DAC, and lacked the level editor experience to actually participate. I’m glad that this year I was actually able to be a part of it and put something out. Although I didn’t contribute much in terms of levels, Widening Transfers being the only thing, I have always managed to help others by testing their levels. I am glad I was able to contribute to DAC this way and make it all the more memorable by helping to improve others' maps. Krispy (Tournament 2016) Working on the calendar this year has been extra special for me. My Christmas this year has involved vacation planning and being all over the place. And that's why. Because even in my absence and lack of publishable levels, the calendar has pretty much run itself. Through the very passionate community. This event has become tradition. And as someone who has stuck around for a while. And as the founder of DAC. That's all I could ever hope for from the Distance community. Stay awesome people! Stay awesome Distance. Skirmisher (oops, I didn't release anything this year...yet) This year has been a wild ride for me in general, but the Distance community has been a constant throughout it, and DAC was a great reminder of the community's continued presence. I had to take care of DigiPen final projects and exams during the event, but I squeezed in a good amount of time for Distance stuff, and I had a blast writing cool things about DAC levels in my post a couple weeks back. Speaking of which, there were so many cool levels this year!!! I continue to be blown away by all the creative minds at work uploading things to the Workshop. Last but not least, shoutouts to Refract for saving the day with the emergency tag tournament build, and for completing what seemed like an impossible task by publishing the Ghost Update :D I'm very happy that this December has gone so well for Distance! 'TIL NEXT TIME...? That's pretty much all of Distance Advent Calendar for this year! I say pretty much, because I believe there will be a couple presents waiting come Christmas morning... As far as future plans, the tag tournament will definitely become a more frequent thing (again...). I can't make any promises yet (the resident tournament planners Krispy and Splaysh are busy with holiday things), but the best case is that we get another one in a couple months! We'll see. To keep in touch with the community, join the Discord server! Every Saturday at 11 AM PST, we have a little thing called Speedy Saturday that's basically a free-for-all 2-hour multiplayer session. Drop by sometime! That's all of the community correspondence you'll get on here this year. Keep an eye out for the Distance devlog that Jordan's been working on at Refract; it should drop any day now! Be the first to know about it by signing up for email updates at survivethedistance.com. However you're spending it, I hope you all have a wonderful rest of the year! -Will (Skirmisher) |
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Gameplay Improvements
Graphics Improvements
VR Improvements
Menu Improvements
Level Editor Improvements
Online Multiplayer Improvements
Misc. Improvements
Bugs Fixes
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#7: Leviathan - StarHorder StarHorder's debut Distance creation, Leviathan is the result of months of work, and it shows. The green-and-yellow color scheme permeates the design, defining the track and plentiful background scenery. And boy, does this level go wild on transfers. Be prepared; you'll make good use of the car's wings saving yourself from unexpeced falls. Keep up with the latest DAC releases ! At least one new level daily! BONUS GOODIES: TRAILER MASHUP RELEASED Since you've read down this far, I'll treat you to a little somethin'. Remember those trailers we used to announce this whole thing? Well, I'm pleased to say that an extended version of the pumping Distance/Nitronic synergy backing those trailers is out now! I don't want to toot my own horn here (I made this, by the way!), so I'll just leave you with the link. Hope you all enjoyed this rundown of Exciting Content™ we've gotten/are getting this month! Catch you at the tag tournament or in the Discord :) -Will (Skirmisher) DEV NOTE: Thanks to Skirmisher for helping out by writing this update while we finish the major release! Also thanks to Krispy, Splaysh, and all of the community members helping to run the tag tournament. Can't wait to see who reigns victorious this weekend! -Jordan |
https://www.youtube.com/watch?v=rt3_Une0z-U |
Replay System
Bug Fixes
- Jordan (@torcht for more frequent dev updates) |
General Modifications
Level Editor
Bug Fixes
- Jordan (@torcht for more frequent dev updates) |
It's been a lot to tackle both a story mode and arcade feature releases simultaneously, but I think we're making good progress on both fronts. Not sure when the stable release will be ready, but watch out for another Steam announcement coming (hopefully) soon with details on that build. Until then, back to work! - Jordan (@torcht for more frequent dev updates) |
Improvements
Bug Fixes
- Jordan (@torcht for more frequent dev updates) |
TWITCH STREAM: 9PM PT (MAY 13TH) Tonight around 9pm PT we'll be streaming some of the latest community levels! I've already seen some impressive looking creations published since the Creativity Update release, and I've been holding off playing anything until we could stream. Well tonight's the night, and I'm excited to finally tear into them. Follow on Twitch to get notified when we go live! REFRACT ON TWITCH: http://twitch.tv/refractstudios - Jordan (@torcht for more frequent dev updates) |
Level Editor
Bug Fixes
EDIT: Added some accidentally forgotten items (marked with *) |
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Quick Note: Game Developer's Conference Kyle, Andrew, Eddie, and Laura will all be attending GDC (the Game Developer's Conference) this year. If you're a dev or press and want to chat and possibly see some super secret story mode stuff, hit us up on Twitter. Have a great Speedy Saturday to everyone playing today, and keep up the great feedback! - Jordan (@torcht for more frequent dev updates) |
Development Update So much cool stuff happened this month, and I can't share a lot of it... yet. As you may have noticed we've gone a bit quiet to dive into the mysterious depths of Adventure mode. We originally planned on just using January to go 100% on Adventure mode, but things were going well so we pressed on through February. We've gotten into a pretty good groove that looks like this: The particles are great example of this. Andrew originally worked on the particle system as a solution to poor performance from Unity's particles, while simultaneously giving us new options for level designs. As his system grew, I got super inspired and created a new Adventure mode level that goes insane with particles. Based on feedback from the team and the community (many thanks btw!) he's continued to improve the system and it's dramatically expanded our design possibilities. See the GIF above for a look at some new options. We're getting darker and more mysterious with every iteration. I'd love to talk about the specifics of what we're creating, but with a short campaign it's really easy to spoil the coolest moments. I've been developing a couple levels, but my primary focus has been on crafting memorable story moments and audio design. For example, here's a short preview of new music: Forge (music preview): https://soundcloud.com/torcht/forge-preview/s-oqkxs While our options are limited in terms of developing characters, I think we're finally finding some clever ways to generate a satisfying sense of mystery through minor exposition. At the end of the day (with the path we've chosen) it would be tough to get across a deep narrative, but that's never really been our goal. Instead we're aiming to take you on a minimalist adventure that prompts some interesting questions. Kyle, Eddie, and Laura have been tackling new level content and pushing our editor to its limits. Here's a taste of the new content created this year: We've also been a doing a great job of distracting Jason from his work on the replay system with our editor feature requests. Here's a few of his new features: (add a preview camera marking position/rotation) (swap road types of selected roads) (added extrude tool to the move gizmo) (added tool for moving a track node along the track) We're getting close to releasing a stable build with these editor features and some bug fixes. There are just a few more things we want to finalize in the particle system and track system before then. As we creep toward our launch window there's so much stuff we want to pack into the final version. It's rapidly approaching the point where we have to make some hard calls as to what makes the cut. Until GDC (mid-March) I believe our primary focus will remain on creating level content, and afterward we'll take a break to finalize arcade/multiplayer modes and features. It's always been our goal to prioritize quality over quantity, and that will remain our mentality as we approach the intense final months. Check out all of the highlighted Workshop levels and let us know what you want to see highlighted next. Stay tuned for news about another experimental build leading up to the next major stable release! - Jordan (@torcht for more frequent dev updates) |
We hope those willing to brave the bleeding edge of the experimental branch have fun messing with the new features. If you make something cool be sure to share it with us! - Jordan (@torcht for more frequent dev updates) |
WORKSHOP HIGHLIGHT We've also highlighted 5 new community-made levels in the main menu. Check them out! http://steamcommunity.com/sharedfiles/filedetails/?id=546105655 http://steamcommunity.com/sharedfiles/filedetails/?id=543799874 http://steamcommunity.com/sharedfiles/filedetails/?id=592629829 http://steamcommunity.com/sharedfiles/filedetails/?id=531942867 http://steamcommunity.com/sharedfiles/filedetails/?id=588625486 HELLO TO NEW PLAYERS! If you're one of the many to pick up Distance during the Winter Sale, thanks for supporting the team! Distance has been in development alongside a passionate community since our Kickstarter in 2012. We wouldn't be where we're at without players' encouragement and constructive feedback. If you'd like to dive deeper into our community, I recommend checking out Speedy Saturday and the community-run Discord server. Speedy Saturday is a weekly community-run meetup where fellow players race the latest Workshop levels and chat on Discord. It's a friendly group, and I do my best to join in when I can. Read about it here: http://steamcommunity.com/app/233610/discussions/0/528398719786414266/ As 2016 fires up we're constructing our tentative plan for the year. We're also doing our best to read through all of the feedback generated during the holidays. Keep the great feedback coming, and stay tuned for our next major update. - Jordan (@torcht for more frequent dev updates) |
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See more images of the Distance reindeer car in action here: http://imgur.com/a/sZSRa REMINDER: DISTANCE ADVENT CALENDAR This year's community-run Distance Advent calendar is quickly coming to a close! We highly recommend playing through the unbelivably amazing levels submitted so far. The final few levels will be released leading up to Christmas Day. Keep up the fantastic work creators! http://steamcommunity.com/sharedfiles/filedetails/?id=581860592 NEXT UP We had some lofty plans for this update which didn't quite make in time, but fortunately a lot of the hard work for these systems is out of the way. I've been attempting to upgrade our Steam backend which allows us to finally implement stuff like proper Steam Controller and Steam Cloud support. I hope to ship upgraded Steam support early next year. Jason also made some great progress on the replay system but it also wasn't quite ready. We hope to finalize some of the replay interface next year and get out a version as soon as possible for feedback. We also recently streamed a bit of our updated Adventure mode running on PS4. If you'd like a taste of the new content (or just want to see the game run on PS4) I've decided to share Icebound's re-host of the stream. It only shows a few upgraded levels from the start of Adventure mode, but it should give a feel for what we've been developing. Obviously this video is a SPOILER if you're wanting to remain pure before the final version is released. POTENTIAL ADVENTURE MODE SPOILERS! YOU HAVE BEEN WARNED! https://www.youtube.com/watch?v=2EajtGadBjE Keep being awesome and we'll see you next year! - Jordan (@torcht for more frequent dev updates) |
PLAYSTATION EXPERIENCE Yeah, yeah... I know this is a Steam update, but if by chance you'll be attending PSX in San Francisco this weekend please come say hi! I'll also be posting a PS4-themed devlog soon with some fun news. Watch for it on refract.com, Twitter, and Facebook this week. Find us at PSX: http://playstation.com/en-us/campaigns/2015/playstation-experience/ DEVELOPMENT PROGRESS November was strangely busy. We started by looking what's still on the table before we can finish Distance, and from there each one of us asked ourselves "if you could work on literally anything this month, what would it be?" It's easy to get off track and find yourself working on something counter to your passions, so we wanted to see if an adjustment was needed. We knew that PSX was coming up so Andrew decided to focus most of his efforts on performance improvements and VR. Getting the PS4 to run at 1080p/60fps was quite a challenge since we quickly ran out of straightforward tricks, but Andrew, Jason, and Kyle made some clever improvements. Many machines will likely see a performance improvement in our next update. Andrew even got in a form of batching where large groups of similar objects are merged automagically. A few community levels that use huge groups of simples may see their framerate double. (our good friend, the Unity3D profiler) Jason continued work on the replay system while helping with performance improvements. From what I've seen it's shaping up nicely, with a lot of cool features for spectating previous matches. As soon as I can list the final features I'll be sure to share. Kyle, Eddie, Laura, and I have been tackling Adventure mode however we can. Kyle and I have been attempting to create more dramatic and memorable moments that tie into the story, and Eddie and Laura have been designing a climactic moment near the end of the campaign. As we use the editor more and more we're finding features that we really want, so frequently we branch off to create some tech that makes our life easier. At the start of this month Kyle and Jason started work on the ability to add logic directly in the editor. This allows us to make objects way more dynamic, and hopefully it's something the community will eventually find useful for moving and rotating objects. (more components to be added to this list) This month I've been approaching the story from more of a writer's perspective and less of a game designer. I think we're finally close to nailing down the major plot details and (more importantly) how they'll be conveyed. It's been a slow process to iterate on the story, but I think we're getting better and better every day. I seriously can't wait to unveil some of these cool moments when the game is finished. (new Adventure mode content in development) NEXT UP I'm not entirely sure what will be available in the next update, but it should be quickly approaching. After PSX we'll be evaluating our task list again and see how we can wrap up the year with some cool new stuff. Stay tuned! - Jordan (@torcht for more frequent dev updates) |
- Jordan (@torcht for more frequent dev updates) |
Recap: http://www.twitch.tv/refractstudios/v/21122105 Community Highlight We also updated the main menu again with the finalists from this week's Judge vote (except Overgrown which appears to have been removed from Workshop). Definitely be sure to try all of the submissions! http://steamcommunity.com/sharedfiles/filedetails/?id=536443676 http://steamcommunity.com/sharedfiles/filedetails/?id=536442143 http://steamcommunity.com/sharedfiles/filedetails/?id=536389859 http://steamcommunity.com/sharedfiles/filedetails/?id=535159022 http://steamcommunity.com/sharedfiles/filedetails/?id=534898677 WEEK 3 MODE/THEME ANNOUNCED For the final week of Survive the Editor, we're ending it with the classic Sprint mode and a "spooky" theme. We can't wait to play your creations!
Watch Oct. 24th, 10am PST: http://twitch.tv/refractstudios More info: http://survivethedistance.com/survivetheeditor BUILD 3959 IS LIVE We also released a minor update to the Revamped Reality update, build 3959. It includes several bug fixes and some features to help with Survive the Editor, but the coolest feature in my opinion is that driving on curved roads is much smoother. Try it out and let us know what you think! New Features
Modifications
Bugs Fixed
- Jordan (@torcht for more frequent dev updates) |
Play the submissions from Week 1: http://steamcommunity.com/sharedfiles/filedetails/?id=532066081 Thanks to everyone that played and voted during Speedy Saturday, and a special thanks to Krispy, Fork, Icebound, CyclopsDragon, JTrevail, and Kyle (from Refract) for acting on our judge panel this week. If you missed the stream, you can watch the entire event here on Twitch: Recap: http://www.twitch.tv/refractstudios/v/20323295 Week 2 Mode and Theme Announced At the end of Speedy Saturday we announced the mode and theme for Survive the Editor: Week 2 and updated the rules page. We'll stream the judging once again during Speedy Saturday. Don't forget that simply by playing and voting you're entered into the Participation Raffle!
Watch Oct. 17th, 10am PST: http://twitch.tv/refractstudios More info: http://survivethedistance.com/survivetheeditor Community Highlight We've updated the main menu to feature the top six levels nominated by our judges during Speedy Saturday. Have fun playing through them, and be on the look out for news this week about a new experimental build! http://steamcommunity.com/sharedfiles/filedetails/?id=532344818 http://steamcommunity.com/sharedfiles/filedetails/?id=532586291 http://steamcommunity.com/sharedfiles/filedetails/?id=529718507 http://steamcommunity.com/sharedfiles/filedetails/?id=532495313 http://steamcommunity.com/sharedfiles/filedetails/?id=532592060 http://steamcommunity.com/sharedfiles/filedetails/?id=532435699 - Jordan (@torcht for more frequent dev updates) |
LET'S BEGIN! This week's mode is CHALLENGE and the theme is INDUSTRIAL. We're giving away prizes in 4 different categories so there are plenty of chances to win. Week 1: Submit by October 9th, 11:59pm PST
Week 2: Oct. 10th - 17th
Week 3: Oct. 17th - 24th
Massive thanks to Krispy and Fork for spearheading this competition! As always feel free to bother me on Twitter if you have any questions! We can't wait to play the first batch of creations on Saturday! - Jordan (@torcht for more frequent dev updates) |
In the interest of transparency I made sure to post in full detail every experimental changelog since the last major release (12 builds). Check out the process here: Unity 5 experimental thread: http://steamcommunity.com/app/233610/discussions/0/530646080845947820/ Detailed changelog: http://refract.com/post/130321399096/revamped-reality-is-live-beta-3920-changelog You've probably seen me reference this update as the "Unity 5" update in previous posts. That's because underneath the hood we made a fundamental engine upgrade from Unity 4 to Unity 5. This enables much faster level loading, overall improved performance, and a host of other behind-the-scenes changes. In order to achieve these changes Unity 5 required a complete rewrite of our wheel physics. After a few months of back-and-forth with the community, Jason has been able to rewrite the underlying physics so that it matches (and in many ways improves upon) the physics in our previous builds. On top of the engine upgrade we've also made a core change to the UI. All menus have been upgraded to allow for mouse controls, and non-widescreen aspect ratios are now much better handled. Color customization has also been directly integrated into the main menu and is even accessible from the Game Lobby. Finally, Oculus DK2 support with SDK 0.7 has been added alongside an official cockpit mode (available with or without VR). Currently it's available in an "experimental-vr" branch which you can access as shown below. We're looking for any feedback from Oculus users and VR fans as we continue experimenting. How to enable experimental VR in Distance: What's next? What are the plans for Adventure mode? We still have quite a bit to finish before Distance is done. Getting Unity 5 integrated was fortunately one our last "big" technical hurdles before shipping Distance, so moving forward a lot of the upcoming work is content creation and mode improvements. As you may have also noted, we've been improving and adding to Adventure mode all year. To maximize the impact of playing the final story we've decided to only release this new content as a complete package near the final release. While it might be tough waiting to play through the new content, we really think it'll be worth it in the end after we've massaged out all of the rough edges. On top of finishing Adventure mode, we still need to wrap up our announcer implementation, replay system, extra vehicles, make several improvements to our other modes, and add a few more level editor features. It's become quite a large game for our small team so as we approach release we're doing our best to make smart decisions on what's truly core to Distance being a shipped game. As always, you can watch the experimental builds for specific details on what we're testing each week. So, when is the final release? Of course, the natural question then is "when will Adventure mode (and the full game) be done?" We've been talking a lot about it internally, and being realistic we can't see Distance being content complete by the end of 2015. There's obviously still a lot to do, and we don't see a logical reason to ship an incomplete game earlier than we have to. While we think it's possible to be tech complete by the end of 2015, being content complete (aka final release) is looking like Q1/Q2 2016. If you’re anxiously awaiting the release all I can say is that we’re moving as fast as we can while still retaining a certain level of quality. It would be even slower without the continual feedback from the early access community. Thanks as always for being a part of this exhilarating development. One final teaser... That's not all folks. I'd heavily recommend joining Speedy Saturday this weekend for another exciting announcement! I hope to see you online! - Jordan (@torcht for more frequent dev updates) |
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He ended up completely tossing out Unity's wheel physics, so what you're playing is an entirely new physics engine from to bottom. Not only that but he fixed many issues with random explosions (i.e. getting Unity'd) and exploits like s-hold/s-tap. The next (and near final) experimental build will be released later today/tonight. Once the community thinks the physics are at least as good as the current public build (if not better) we can get this thing into everyone's hands. We might be a bit perfectionist at times, but the last thing we want to do is break the core gameplay. Hoping to have this thing out in the next week or so. Thanks for all of the patience and invaluable feedback going into this update! Batman: "Better put 5 cents in the meter." Robin: "No policeman's going to give the Batmobile a ticket." Batman: "This money goes to building better roads. We all must do our part." Welp, it's 8am and time for bed for me. Either later today or sometime this weekend I want to do a stream where I can take a moment to play some of the latest community levels and maybe work on some new music. If that sounds cool hit the Follow button on Twitch. Finally, several community members have been championing Discord for Speedy Saturday and other random awesome Distance happenings (like this one). Ashamael at PAX sold me on it. It's pretty sweet. I'll try to hang out in chat during Speedy Saturday from 11am - 1pm PST if you want to chat. See you online! - Jordan (@torcht for more frequent dev updates) |
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