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Discord Rich Presence has been added into the game. It will now show what level and what best time a player has in Discord. Let me know if you encounter any issues with this.
Medals will be added to the Presence soonish.
[ 2017-11-22 20:51:44 CET ] [ Original post ]
Discord Rich Presence has been added into the game. It will now show what level and what best time a player has in Discord. Let me know if you encounter any issues with this.
Medals will be added to the Presence soonish.
[ 2017-11-22 20:51:44 CET ] [ Original post ]
You might have noticed that VThree is looking a little different today. That's because, since the last update, the entire game has been written.
So, why?
Because the old version wasn't what VThree should be. It should be lean, fast, and run on just about anything. And now it does.
Where before there where FPS issue even on upper end hardware, now in Fast mode you'll see ~70-100 FPS on a Geforce 750M (!)
This did come with a cost, though. It's missing a lot of what was in the game before, and there are only just over half as many levels. But with this new base, a better architecture, and a new approach, new levels, features, and integrations will proceed faster, and with less issues.
So grab the update, hop in the game, and hit up the community Discord to let me know what you think. Good or bad - I'm listening.
[ 2017-11-22 20:50:18 CET ] [ Original post ]
You might have noticed that VThree is looking a little different today. That's because, since the last update, the entire game has been written.
So, why?
Because the old version wasn't what VThree should be. It should be lean, fast, and run on just about anything. And now it does.
Where before there where FPS issue even on upper end hardware, now in Fast mode you'll see ~70-100 FPS on a Geforce 750M (!)
This did come with a cost, though. It's missing a lot of what was in the game before, and there are only just over half as many levels. But with this new base, a better architecture, and a new approach, new levels, features, and integrations will proceed faster, and with less issues.
So grab the update, hop in the game, and hit up the community Discord to let me know what you think. Good or bad - I'm listening.
[ 2017-11-22 06:17:27 CET ] [ Original post ]
The date of the upcoming November update was mistakenly indicated to be on November 11th. It's actually the 13th. Sorry about that everyone, I don't even know what I was thinking when I wrote the 11th.
[ 2017-11-07 05:14:07 CET ] [ Original post ]
The date of the upcoming November update was mistakenly indicated to be on November 11th. It's actually the 13th. Sorry about that everyone, I don't even know what I was thinking when I wrote the 11th.
[ 2017-11-07 05:14:07 CET ] [ Original post ]
The next V3 update will drop on November 11th. The game has been ported into the latest engine version, and made a big shift in both art and play directions.
I think you'll be pleased with the next update, and the direction it takes the game. Thank you all for being so chill about the pace of dev. It's on track to leave Early Access on the one year anniversary of it's release.
[ 2017-10-05 16:02:34 CET ] [ Original post ]
The next V3 update will drop on November 11th. The game has been ported into the latest engine version, and made a big shift in both art and play directions.
I think you'll be pleased with the next update, and the direction it takes the game. Thank you all for being so chill about the pace of dev. It's on track to leave Early Access on the one year anniversary of it's release.
[ 2017-10-05 16:02:34 CET ] [ Original post ]
Exciting! VThree is in the Steam Summer Sale, and this will be the last sale before the full release in July! Grab VThree now for 80% off, and get ready for the release update next month.
[ 2017-06-22 17:29:32 CET ] [ Original post ]
Exciting! VThree is in the Steam Summer Sale, and this will be the last sale before the full release in July! Grab VThree now for 80% off, and get ready for the release update next month.
[ 2017-06-22 17:29:32 CET ] [ Original post ]
The 3rd new map under the weekly releases, Parkland is an open area with a variety of platforms and walls to test and practice your skills on. Take your time and reach all the peaks without the distraction of goal times or leader boards.
[ 2017-05-08 07:22:32 CET ] [ Original post ]
The 3rd new map under the weekly releases, Parkland is an open area with a variety of platforms and walls to test and practice your skills on. Take your time and reach all the peaks without the distraction of goal times or leader boards.
[ 2017-05-08 07:22:32 CET ] [ Original post ]
This weeks new map is a bit different than last weeks, or what you'll see in the upcoming releases. It's designed to help collect data on play style so that the finalization of the controls, jump distance, etc can be completed in the next couple weeks.
It's entirely made up of small platforms, with a switch back after collecting the GravPulse you'll need for the longer jumps. The next release will back back to the typical style, thanks for participating in the new map!
[ 2017-05-01 03:58:00 CET ] [ Original post ]
This weeks new map is a bit different than last weeks, or what you'll see in the upcoming releases. It's designed to help collect data on play style so that the finalization of the controls, jump distance, etc can be completed in the next couple weeks.
It's entirely made up of small platforms, with a switch back after collecting the GravPulse you'll need for the longer jumps. The next release will back back to the typical style, thanks for participating in the new map!
[ 2017-05-01 03:58:00 CET ] [ Original post ]
With the v.04 release weekly new maps were announced, and the first is Assaun. Set in the Egypt series, Assaun is a fast map that starts with a big drop requiring tight air control, leading to a labyrinth of wall runs.
Restart Steam to trigger the update and get a time on the Leaderboards!
[ 2017-04-21 07:03:59 CET ] [ Original post ]
With the v.04 release weekly new maps were announced, and the first is Assaun. Set in the Egypt series, Assaun is a fast map that starts with a big drop requiring tight air control, leading to a labyrinth of wall runs.
Restart Steam to trigger the update and get a time on the Leaderboards!
[ 2017-04-21 07:03:59 CET ] [ Original post ]
tl;dr big update, level editor, at least one new map every week starting now. https://www.youtube.com/watch?v=dwp0-Ktmbnw Where's v.03?! v.03 rolled trickled out as a series of tiny incremental updates, and so as a version number it has been skipped. v.04 marks a major shift for the next four weeks. In addition to the myriad changes, moving forward the focus for now will be on adding content, features, and maps. The core play has become more stable, and it's time to grow the player base. Patches will continue to be pushed regularly, most without any fanfare, and a new map will hit every week. If you're still reading you probably only care about what's new here, right now, yeah? Fine fine, here we go. Standout Additions / changes Level Editor Alpha Basic Workshop support Fixed gradual frame rate reduction issue when playing single player Steam leaderboards added to SP All Levels All levels relit All levels updated to new style New Maps Ascend Aqueous Kazz Misc Added new art to the store Updated screenshots New trailer released https://www.youtube.com/watch?v=dwp0-Ktmbnw Sound & music slider bug fixed FOV synced between SP and MP SP medal and indicators added Sound effect added to medal collection Steam Achievements added Pushed Unity FPS cap to 120 Removed bad dev console (will return in v.05 ~ish) Fixed MP name display Fixed Workshop screenshot taker Added support for notification Toasts Fixed a bug where custom levels wouldn't store run times Fixed UI on custom levels Set all levels to be unlocked for Early Access duration Fixed issue where level editor would not save level Fixed issue where user settings were not applied Fixed issue where medals were awarded without achieving the time Updated the main screen visuals Added playground Fixed issue where in game Switch sound would play until game was quit Added sound to pickups Added sound to something else I forget what though Moved vthree to new git rep, github & bitbucket didn't like the size Relit temple a 3rd time, still not sure on the lighting Moved the Temple finish Avatars added to leaderboards Fixed issue where showing scores would crash game ... and a crap ton of other small fixes, changes, etc
[ 2017-04-18 04:57:19 CET ] [ Original post ]
tl;dr big update, level editor, weekly new map releases begin now.
Where's v.03?! v.03 rolled trickled out as a series of tiny incremental updates, and so as a version number it has been skipped.
v.04 marks a major shift for the next four weeks. In addition to the myriad changes, moving forward the focus for now will be on adding content, features, and maps. The core play has become more stable, and it's time to grow the player base. Patches will continue to be pushed regularly, most without any fanfare, and a new map will hit every week.
If you're still reading you probably only care about what's new here, right now, yeah? Fine fine, here we go.
Standout Additions / changes
Level Editor Alpha
Basic Workshop support
Fixed gradual frame rate reduction issue when playing single player
Steam leaderboards added to SP
All Levels
All levels relit
All levels updated to new style
New Maps
Ascend
Aqueous
Kazz
Misc
Added new art to the store
Updated screenshots
New trailer released https://www.youtube.com/watch?v=dwp0-Ktmbnw
Sound & music slider bug fixed
FOV synced between SP and MP
SP medal and indicators added
Sound effect added to medal collection
Steam Achievements added
Pushed Unity FPS cap to 120
Removed bad dev console (will return in v.05 ~ish)
Fixed MP name display
Fixed Workshop screenshot taker
Added support for notification Toasts
Fixed a bug where custom levels wouldn't store run times
Fixed UI on custom levels
Set all levels to be unlocked for Early Access duration
Fixed issue where level editor would not save level
Fixed issue where user settings were not applied
Fixed issue where medals were awarded without achieving the time
Updated the main screen visuals
Added playground
Fixed issue where in game Switch sound would play until game was quit
Added sound to pickups
Added sound to something else I forget what though
Moved vthree to new git rep, github & bitbucket didn't like the size
Relit temple a 3rd time, still not sure on the lighting
Moved the Temple finish
Avatars added to leaderboards
Fixed issue where showing scores would crash game
... and a crap ton of other small fixes, changes, etc
[ 2017-04-18 04:55:52 CET ] [ Original post ]
The Early Access roadmap calls for a v.02 release today, and that's what we have - plus a new map! Changes went smoothly and quickly enough that the new map, Zephyr was even able to be added into this build.
A number of the v.02 changes were released early in the March 4 patch - pushing changes early and often so you can all benefit as quickly as possible is more important than less frequent monolithic updates.
Alpha Site
Fixed lighting
Added Lore Portal
Sky Run
Corrected texture glitch
Made pickup light dynamic
Exposure
Corrected shadow length
Temple
Fixed glitch where player would fall out of the map
Fixed water not slowing player
Multiplayer
Limited players to one score position on the Server boards
Leaderboards are now per-server, paving the way towards standalone community server builds
Player names are now correct and no longer show the local client's name
Singleplayer
Fixed incorrect firing speed
Misc
Added new map, Zephyr
Added ability to show help on loading screens (not currently in use)
Added new Russian Language store page translation (thanks Delone)
Base for level editor in place but not live
Added sound-effect volume control as this was in high demand :)
The rest of the major changes implemented since v.01 as part of the v.02 stretch are posted here http://steamcommunity.com/games/567320/announcements/detail/583618556130666439
[ 2017-03-15 04:05:04 CET ] [ Original post ]
The Early Access roadmap calls for a v.02 release today, and that's what we have - plus a new map! Changes went smoothly and quickly enough that the new map, Zephyr was even able to be added into this build.
A number of the v.02 changes were released early in the March 4 patch - pushing changes early and often so you can all benefit as quickly as possible is more important than less frequent monolithic updates.
Alpha Site
Fixed lighting
Added Lore Portal
Sky Run
Corrected texture glitch
Made pickup light dynamic
Exposure
Corrected shadow length
Temple
Fixed glitch where player would fall out of the map
Fixed water not slowing player
Multiplayer
Limited players to one score position on the Server boards
Leaderboards are now per-server, paving the way towards standalone community server builds
Player names are now correct and no longer show the local client's name
Singleplayer
Fixed incorrect firing speed
Misc
Added new map, Zephyr
Added ability to show help on loading screens (not currently in use)
Added new Russian Language store page translation (thanks Delone)
Base for level editor in place but not live
Added sound-effect volume control as this was in high demand :)
The rest of the major changes implemented since v.01 as part of the v.02 stretch are posted here http://steamcommunity.com/games/567320/announcements/detail/583618556130666439
[ 2017-03-15 03:55:09 CET ] [ Original post ]
Sticking with the regular fixes and updates, a patch and 3 new maps!
Changes to this build are as follows:
Sky Run
Fixed issue where player would become stuck on apparently walkable space
Added support struct to aforementioned platform
Alpha Site
Corrected lightmapping line adjacent to spawn
Adjusted Medal Times
Exposure
Adjusted Medal Times
Fault
Added platform in the horseshoe gap to prevent players getting stuck
Adjusted Medal Times
Signal
Corrected color pattern on multiple objects
Adjusted Medal Times
Misc
Added new help information to training maps
Water now slows player appropriately
Added locking progression
Removed Play info diagram
New Training Maps
Half Moon
Scaffold
The Gap
[ 2017-03-04 10:06:00 CET ] [ Original post ]
A small patch to accommodate a number of fixes and changes as seen below
- Added strafe run back
- Increased forward jump speed
- Lowered diagonal wall push off speed
- Fixed muliplayer player name display
- Minor tweaks to Sky Run
- Minor tweaks to Temple
- Prepwork for first Tech level
- Fixed issue where empty scores would show before server can populate scores to client
- Increased splash effect when firing at feet and not jumping
[ 2017-03-01 11:40:15 CET ] [ Original post ]
So rad. This is been a road getting here, and a ton of awesome people have supported getting it this far. Going forward there are a ton of new things in the pipe; level editor, full translations (partial translations are complete, check your language settings), a whole bunch of new levels, and so on. You can see the roadmap for Early Access here https://trello.com/b/0Jr2Xyf6/vthree-public-roadmap . The future of this game and how it grows is a community effort. The official VThree Discord is here https://discord.gg/qF36Ft7 - it's active, growing, and super chill Come join us! Thank you all again for your support, better get back to work on the first update. Cheers!
[ 2017-02-28 21:46:31 CET ] [ Original post ]
With the Early Access release coming up so soon, it seemed like a good idea to get the road map for V3 up and out there for everyone to be able to see and even contribute to. Trello is being used for the Roadmap, and you can find it here https://trello.com/b/0Jr2Xyf6/vthree-public-roadmap . The roadmap lays out dates for the major milestone releases, tracks bugs, and sets a date for exiting Early Access. Check it out and see what you think. And don't forget to join us on our Discord https://discord.gg/qF36Ft7
[ 2017-02-20 20:54:07 CET ] [ Original post ]
Come join the VThree Discord channel https://discord.gg/qF36Ft7 ! We're doing daily giveaways of random Steam game keys, and you can be involved in making VThree the best it can be.
[ 2017-01-03 01:11:14 CET ] [ Original post ]
- VThree Linux [1.57 G]
In V3 there are no clip walls, no out of bounds areas. If you can get to it, you can explore it, and maybe even use what you’ve found to shave precious milliseconds off your run. Some of the best parts are off to the side and out of the way, and by exploring you can find better, faster lines to the goal.
Featuring
- Fully featured Singleplayer campaign
- Unlockable abilities to advance your play
- Persistent Multiplayer leaderboards to see how you stack up against friends
- Dedicated multiplayer servers
- In-game multiplayer chat
About Early Access
V3 is in Early Access, and is committed to making the most out of that. The roadmap with what features and additions to expect from the Early Access releases is public, and open for comment. Input from the community is encouraged, and the V3 Discord is active with regular discussions and debate on features and ideas. Check the Early Access section for more information.
- OS: Ubuntu 12.04 (or SteamOS)
- Processor: 2GHZ Dual CoreMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA GTX 580
- Storage: 2 GB available spaceAdditional Notes: Proprietary Drivers Required
- Memory: 8 GB RAM
- Graphics: GeForce GTX 760
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