Hi there, this is a small update for Patterna that adds two new pieces (along with fitting sounds) to the soundtrack. This may sound like a minor change, but I could not be more excited about it. Alex Cottrell, the composer of the game's soundtrack, did a stellar job! The two new pieces, "Thinkspace" and "Of Best Fit" have also been added to the free soundtrack DLC. If you want to show your appreciation for the soundtrack, go over to BandCamp to buy the soundtrack (name your own price) or leave a few words for Alex. Best, Sebastian
Hi there, this is a small update for Patterna that adds two new pieces (along with fitting sounds) to the soundtrack. This may sound like a minor change, but I could not be more excited about it. Alex Cottrell, the composer of the game's soundtrack, did a stellar job! The two new pieces, "Thinkspace" and "Of Best Fit" have also been added to the free soundtrack DLC. If you want to show your appreciation for the soundtrack, go over to BandCamp to buy the soundtrack (name your own price) or leave a few words for Alex. Best, Sebastian
Hi there,
today's update brings two new level types for the random level generator and a new option for the random level generator. The new option 'Edge Variants' creates variants of the active graph type by making some of the edges one-way (in a structured manner). This of course works best for graph types that have no directed edges to begin with.
Here are two such variants:
The two new types of graphs for the level generator go by the names of 'Archimedean Graph' (which is a bit misleading; they are connected to Archimedean solids, but not all in the same way) and 'Special Graphs' (this is a collection of notable graphs from graph theory). These generators work best when you do not fix a size for the levels (since it will try to find a graph of the given size from the collection, and for some sizes there may only be a single graph in the collection). Here are a few impressions of the new graphs (the first two are Archimedean, the last two Special):
Best,
Sebastian
Hi there,
today's update brings two new level types for the random level generator and a new option for the random level generator. The new option 'Edge Variants' creates variants of the active graph type by making some of the edges one-way (in a structured manner). This of course works best for graph types that have no directed edges to begin with.
Here are two such variants:
The two new types of graphs for the level generator go by the names of 'Archimedean Graph' (which is a bit misleading; they are connected to Archimedean solids, but not all in the same way) and 'Special Graphs' (this is a collection of notable graphs from graph theory). These generators work best when you do not fix a size for the levels (since it will try to find a graph of the given size from the collection, and for some sizes there may only be a single graph in the collection). Here are a few impressions of the new graphs (the first two are Archimedean, the last two Special):
Best,
Sebastian
Hi there, in addition to the features covered in the last announcements (level progress saving and preliminary marking mode), I have added some more features to Patterna during the last two weeks: Patterna is now available in Russian thanks to the work of Nikolay Novitskiy. Furthermore, a demo version is now available here on Steam. It also features the revamped tutorial that was shipped with the last update. Thanks for playing Patterna! Best, Sebastian
Hi there, in addition to the features covered in the last announcements (level progress saving and preliminary marking mode), I have added some more features to Patterna during the last two weeks: Patterna is now available in Russian thanks to the work of Nikolay Novitskiy. Furthermore, a demo version is now available here on Steam. It also features the revamped tutorial that was shipped with the last update. Thanks for playing Patterna! Best, Sebastian
Hi there, I have spend this weekend preparing another update for Patterna. This update mainly adds two things: A mode that allows you to mark nodes without committing to them and a new input mode for touchscreens (based on the one that already exists in the tablet version over on itch.io). The touch input mode should be considered Beta. Any feedback and all bug reports are very welcome. Here is the full changelog:
- Added a 'preliminary marking mode'. Hold down left or right shift while clicking a node to preliminarily mark it as pattern or non-pattern without committing to this choice. You can also press Tab to toggle the mode on or off. Do the same thing again to unmark it. Preliminarily marked nodes are displayed as half-unknown, half-whatever-you-marked-it-as. You can change the hotkeys used for this feature in the launcher. All the information will update as if the nodes you marked preliminarily were already your final choice. When you are in preliminary planning mode, the total nodes left label in the bottom left is marked with a star.
- You can shift click (or whatever you reset the hotkey to) the 'Reset Highlights' button in the bottom left to reset the preliminary markings on the board.
- You can now switch to a touch input mode in the options menu. The touch mode works as in the Android version: You are in one of two modes (displayed by a symbol on the left), either marking nodes as pattern or non-pattern by tapping them. Tap any empty space on the board to change the input mode. An indicator on the left hand side of the screen shows you what mode you are currently in. Tap that indicator to toggle preliminary marking mode. Tap the 'Reset Highlights' button while in this mode to reset all preliminary markings. Tap-and-hold a screen element (such as a node) to make its tooltip appear.
- Fixed information display in the ingame view in the editor when a level is loaded
- Fixed the instructions screen, where one of the pages was always shown ontop of all other pages
Hi there, I have spend this weekend preparing another update for Patterna. This update mainly adds two things: A mode that allows you to mark nodes without committing to them and a new input mode for touchscreens (based on the one that already exists in the tablet version over on itch.io). The touch input mode should be considered Beta. Any feedback and all bug reports are very welcome. Here is the full changelog:
- Added a 'preliminary marking mode'. Hold down left or right shift while clicking a node to preliminarily mark it as pattern or non-pattern without committing to this choice. You can also press Tab to toggle the mode on or off. Do the same thing again to unmark it. Preliminarily marked nodes are displayed as half-unknown, half-whatever-you-marked-it-as. You can change the hotkeys used for this feature in the launcher. All the information will update as if the nodes you marked preliminarily were already your final choice. When you are in preliminary planning mode, the total nodes left label in the bottom left is marked with a star.
- You can shift click (or whatever you reset the hotkey to) the 'Reset Highlights' button in the bottom left to reset the preliminary markings on the board.
- You can now switch to a touch input mode in the options menu. The touch mode works as in the Android version: You are in one of two modes (displayed by a symbol on the left), either marking nodes as pattern or non-pattern by tapping them. Tap any empty space on the board to change the input mode. An indicator on the left hand side of the screen shows you what mode you are currently in. Tap that indicator to toggle preliminary marking mode. Tap the 'Reset Highlights' button while in this mode to reset all preliminary markings. Tap-and-hold a screen element (such as a node) to make its tooltip appear.
- Fixed information display in the ingame view in the editor when a level is loaded
- Fixed the instructions screen, where one of the pages was always shown ontop of all other pages
- Fixed a typo on page 6 of the instructions
Hi there, first of all: Thanks to all the people who have played Patterna! It has been an exciting week. If you got stuck, need help, have suggestions, or anything else along these lines, visit the discussions forum and make yourself heard. I just pushed the first post-release update to Steam. The most important change is that you can now leave a level mid game and come back to it later without losing your progress. For sequence levels, you can simply jump into the level from the menu to get back to where you started. For a random level, you can do the same from the level history list (found in the Extras submenu). The save game will be deleted once you finish the level successfully. To restart the level, use the restart button in the top-right. Here are all the changes:
- the game will now save the state of levels when you leave them unfinished. The save for that level will be reset to a clean state when you finish the level. To continue a level from a sequence, simply start it (it can be reset using the button in the top-left). To continue a randomly generated level, visit the level history and click 'Resume'.
- sequence levels with a saved game are now marked with a special symbol
- finished sequences are now marked with a checkmark if they have been finished without mistakes and with a cross if they have been finished with mistakes
- the game will now correctly store rank points
- double clicking a level's name in the sequence selection will now start the level
- fixed a bug with the level history where very large levels that take long to generate would not be generated correctly
- the level history is now properly synchronized to the Steam Cloud
- fixed a bug in the level generation that made it non-deterministic in certain special cases
- in the editor, information will now display as in-game when the 'As ingame' view mode is enabled
Hi there, first of all: Thanks to all the people who have played Patterna! It has been an exciting week. If you got stuck, need help, have suggestions, or anything else along these lines, visit the discussions forum and make yourself heard. I just pushed the first post-release update to Steam. The most important change is that you can now leave a level mid game and come back to it later without losing your progress. For sequence levels, you can simply jump into the level from the menu to get back to where you started. For a random level, you can do the same from the level history list (found in the Extras submenu). The save game will be deleted once you finish the level successfully. To restart the level, use the restart button in the top-right. Here are all the changes:
- the game will now save the state of levels when you leave them unfinished. The save for that level will be reset to a clean state when you finish the level. To continue a level from a sequence, simply start it (it can be reset using the button in the top-left). To continue a randomly generated level, visit the level history and click 'Resume'.
- sequence levels with a saved game are now marked with a special symbol
- finished sequences are now marked with a checkmark if they have been finished without mistakes and with a cross if they have been finished with mistakes
- the game will now correctly store rank points
- double clicking a level's name in the sequence selection will now start the level
- fixed a bug with the level history where very large levels that take long to generate would not be generated correctly
- the level history is now properly synchronized to the Steam Cloud
- fixed a bug in the level generation that made it non-deterministic in certain special cases
- in the editor, information will now display as in-game when the 'As ingame' view mode is enabled
Patterna
Sebastian Schöner
Sebastian Schöner
2016-10-03
Indie Singleplayer
Game News Posts 10
🎹🖱️Keyboard + Mouse
Positive
(35 reviews)
http://www.s-schoener.com
https://store.steampowered.com/app/503860 
The Game includes VR Support
Patterna Linux [196.16 M]
Patterna Soundtrack
- More than 70 levels, plus a tutorial
- Procedurally generated levels with plenty of options for the level generator
- Enchanting minimalist original soundtrack by Alex Cottrell
- Absolutely no guessing needed
- Level editor and Steam Workshop support included
- Extensive gameplay statistics
- OS: Ubuntu 12.04
- Processor: Core2Duo or more recent. but should also run on a Pentium 4Memory: 512 MB RAM
- Memory: 512 MB RAM
- Graphics: OpenGL 2 capable graphics device
- Storage: 250 MB available space
- OS: Ubuntu 14.06
- Processor: Intel i5 or equivalentMemory: 1024 MB RAM
- Memory: 1024 MB RAM
- Graphics: OpenGL 3 capable graphics device
- Storage: 250 MB available space
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