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Hey everyone, we're back with a small but important update.
As you've most likely noticed, there are a few bugs with our game. Most of them are with multiplayer, and as such they are quite a pain to find since it depends on a lot of factors - network speed, game performance, long chains of sitatuations, etc.
To help with finding and fixing this bugs we've improved the network logging of our game to let us know what exactly is going on with your game!
But this requires help from you guys, too.
If you experience a game-stopping bug, we would like you to alt+f4 out of the game and send us your output logs so we can see what exactly happened, and fix it for you and future players!
The logs can be found by going to the Steam files for Polyball:
And then going into the Polyball_Data folder, and viewing output_log.txt.
Please join our Discord here and send us your output file: https://discord.gg/54jRXt4
With your help, we can make Polyball much more stable and re-enable battle mode! Exciting!
There is one bug we are particularily interested in; For some new players when playing multiplayer, the ready up screen never appears! We've tried everything to find the cause, but no luck. If you or anyone you play with encounters this please report it to our Discord.
Thanks again and as always, keep rollin'
Hello again, I've got a small but feature rich patch for you today!
Online spectator cam has been added when you die in a hub, or finish a race. It's pretty bare-bones at the moment but will be a good base moving forward. It's pretty self-explanatory, just hit the next/previous player buttons to switch between people.
Thanks to a Community Hub post, we realized the initial level editor popup that told you how to use the level editor wasn't popping up! This has been fixed, please go play around and make your dream levels! You can even import your own models.
And one more softlock was fixed thanks again to our community members. This softlock happened when you finished a level, the ghost was struggling to upload, and you reset the level and finished again which caused weird overlapping ghost uploading. A new UI element was added which you can cancel the ghost upload if it's taking too long, and we won't allow a level reset until the upload is failed, finished, or cancelled:
Thanks again, if you have any bugs to report please join our Discord and report them there: https://discord.gg/54jRXt4
And remember if you enjoy the game please leave a review! It really helps us a lot!
Keep rollin'
Hey everyone, we've been seeing a lot of reviews focused around camera issues and we wanted to spcifically address what we think is going on. There was a bug where the first time you launch the game the camera was being set to inverted by default. If you are unaware, camera inversion basically switches the up and down on your joystick/mouse. This bug flew under the radar for years it seems, and since we as devs don't usually launch the game for the first time and most of our testers werent launching the game for the first time either - we failed to notice it. This has been fixed in the latest build, and the setting is being reset to non-inverted for anyone who has already launched the game. If you left the game because of these camera issues we would like you to try it again and see how it feels! There are also a variety of camera settings you can tweak if this doesn't make it feel perfect for you. Also, try out the follow camera! You can enable it by holding the shift key or the left trigger on a controller, and you can even set it to automatically turn on after a certain speed. This is changable in the settings window as well. Hopefully this helps a bit, thanks again for playing our humble ball rolling game. Please join our discord: https://discord.gg/0iXCmkBN2XGaqqms As always, keep rollin'
The major feature this patch is a player ready screen showing other players and if they have hit ready or not - so you know if you are waiting for someone or if something has gone wrong.
This also has some tweaks to the default settings, and resets camera inversion and the game resolution which we believe is where some of people's problems are coming from.
The next patch will have a new follow cam for after you finish a online race and are waiting for others to finish.
Thanks again for the great response, and lets get some more reviews!
Keep Rollin'
Hey we hear you, there are some bugs with multiplayer. This patch addresses some of the more major blocking ones and adds some quality of life things. Restart Steam to start the update. I haven't touched this project in quite awhile, and it took me like 4 hours to even get the project running and building to Steam, but I think all these new players will motivate a few patches and who knows - maybe even some new levels. We plan on adding a better finish cam in the next patch. If you are running into issues, it would be great if you could make a post on the community hub detailing what issues you are having. Be as detailed as possible - if you can reproduce the issue please let us know the steps. Also - please tweak your camera settings if things feel weird! Invert it, tweak the sensitivity, make use of the follow cam (shift key)! Thanks for the support, keep on rollin'
Hello everyone!
Since a lot of us are stuck at home looking for things to do, we've made the decision to make Polyball free to own for the next 2 weeks (April 17 to May 1). It's a small gesture, but it's one thing we can do to help out those of us who are at home sick, isolating, or off work. The Polyball community is very welcoming, and we hope to see some new faces chasing high-score times!
Link to the store page: https://store.steampowered.com/app/368180/Polyball/
Polyball Discord: https://discord.gg/WdFNDPG
Also, we've been working on a website called Instruction Manual over the past few months. It's essentially a wiki that's graphically and functionally inspired by the manuals that used to come with games. The content is all user created, and we've been working to fill out the Polyball page. There is more work to be done, so feel free to take a look and add anything you see is missing!
https://polyball.instructionmanual.app/
All the best,
Studio Monolith
We have just opened the Polyball merch store to the public, you can get some shirts and concept art posters!
Our two featured products are the Polyball Logo and Poly-san shirt, these are limited edition leftovers from EGLX - only a few of them left so get one before they are gone!
[url=https://store.studiomonolith.ca/collections/polyball/products/poly-san-t-shirt]Poly-san Shirt
[url=https://store.studiomonolith.ca/collections/polyball/products/polyball-logo-t-shirt]Polyball Logo Shirt
We have just opened the Polyball merch store to the public, you can get some shirts and concept art posters!
Our two featured products are the Polyball Logo and Poly-san shirt, these are limited edition leftovers from EGLX - only a few of them left so get one before they are gone!
[url=https://store.studiomonolith.ca/collections/polyball/products/poly-san-t-shirt]Poly-san Shirt
[url=https://store.studiomonolith.ca/collections/polyball/products/polyball-logo-t-shirt]Polyball Logo Shirt
MARCH 9 - 11 - Studio Monolith will have a booth at the gaming convention EGLX.
Be sure to stop by and pick up some exclusive Polyball merch and chat with us about the game! Hope to see you there!
MARCH 9 - 11 - Studio Monolith will have a booth at the gaming convention EGLX.
Be sure to stop by and pick up some exclusive Polyball merch and chat with us about the game! Hope to see you there!
As a treat for our Chinese friends we have applied a large discount, hope you enjoy and happy new year!
As a treat for our Chinese friends we have applied a large discount, hope you enjoy and happy new year!
We are super happy to have won this award, and wish to extend a congratulations to all the runners up as well. You can check out the other winners here: http://www.torontogamedevs.com/blog/torontogamedevs-game-of-the-year-winners
We are super happy to have won this award, and wish to extend a congratulations to all the runners up as well. You can check out the other winners here: http://www.torontogamedevs.com/blog/torontogamedevs-game-of-the-year-winners
Please go to this link and give Polyball, and any other games you like, a vote! And then share it with your friends! http://www.torontogamedevs.com/blog/game-of-the-year-2017-voting-best-pc-only-game
Please go to this link and give Polyball, and any other games you like, a vote! And then share it with your friends! http://www.torontogamedevs.com/blog/game-of-the-year-2017-voting-best-pc-only-game
A small update going into the holidays - We've re-balanced score pars across the board as well as added shards to levels that didn't have any. We also updated the Polyball site to work with the new leaderboards.
This patch is Windows only right now, working on some other Mac/Linux specific things that will be included in the next patch!
A small update going into the holidays - We've re-balanced score pars across the board as well as added shards to levels that didn't have any. We also updated the Polyball site to work with the new leaderboards.
This patch is Windows only right now, working on some other Mac/Linux specific things that will be included in the next patch!
Lot's of little fixes in this patch - we've addressed all of the bug reports you guys have submitted as well as a few other bits of polish. Full patch notes:
Three years ago I quit my job at an advertising agency. I was unsure where to go from there, and in a drunken stupor downloaded Unity that night. I came up with a demo for a small phone game, inspired by Super Monkey Ball and the time I spent playing it as a child. I showed it to my brother (Badfish) and he was super into it, and began creating some models for it. Polyball has been through many iterations, and after 52 major updates today marks the culmination of what was started that night.
I had never worked with C#, let alone a game engine. I reached out to Yartch, a friend I met in college and was into game development. He helped us take the game to another level, and it was a running joke that one day we would be on Steam, something that seemed basically impossible. Unfortunately he had to leave the project in January, but I am thankful we had the chance to learn and build from his experience.
I reached out to another friend from college, Audioloom, who worked as a composer at a large game company in British Columbia. He was instrumental in bringing the audio of Polyball to life, and guide the musicians we hired to produce some beautiful things.
My brother has been also been a very important part of Polyball - he is responsible for all of the art in the game (other than the crappy stuff made by me). Somehow he has managed to balance university life and building a game.
And of course me and Badfish also have our parents to thank, from loaning us the thousand dollars to create a company, to putting up with our sometimes questionable choices (including sinking thousands of work hours into a ball rolling game) they have been very supportive of the whole process.
I’d also like to give a shout out to Ryan, who is the dev we brought on to help get online mode working after Yartch’s departure. The multiplayer code was simply way too complex for me to handle alone, and while it’s not going to be an esport anytime soon the multiplayer is in a very playable state and will be even more fleshed out in the future.
I would also like to extend a huge thanks to our community. From the speedrunners in Discord to the fan translators that have helped us translate the game to over 10 languages (with more on the way). This game would be nothing without you.
So where do we go from here? While it may be exiting Early Access, that doesn’t mean Polyball is finished. We have some exciting plans going forward - from polishing existing systems, to new modes, to new content, and even contests, that will hopefully keep the game being a relevant platformer for years to come.
Before I end this I’d just like to drop a few links:
Here’s our new trailer, if you could share this with your social networks that would be really cool and help the game a lot!
Here is the official Discord, this is where most of the discussion involving the game goes on and you can contact us directly in there if you have an issue.
And here is our Twitter, in case you want to keep up with what we are doing.
Thank you for being a part of this journey, keep on rollin’.
It's time to exit Early Access! We are going to make a longer post regarding the launch, but here are the changes in this version:
We've added a bunch of languages bringing us up to a total of 10 languages! We've got a few more in the translation stage as well so people worldwide can enjoy rolling around together.
Also have a bunch of bug fixes here, just generally preparing for 1.0.
We are looking for some fan translations to help get our game ready for launch. The main languages we are looking for are:
I've just been randomly fixing bugs and adding content, here's the list:
[img=https://i.imgur.com/hylCICz.gif] After much work we have gotten online multiplayer into a place which we consider very playable. We’ve included two game modes:
The Mac version of the game has been updated to v0.8.1 - Enjoy Sector 5!
Just a quick update here addressing some issues with the new Otherworld mechanics and some other random things!
The long awaited Sector 5 is finally here! This final set of levels will put your skills to the test.
Also included in this update are a bunch of updates to the marathon flow, including pars and an updated finish UI.
We have v1.0.0 in our sights now, and are rapidly moving towards exiting Early Access!
Please leave us a review and let us know what you think of the new levels :)
We will be updating the Linux + Mac versions with this content in the next few days.
We've been hard at work designing and implemeting new sound effects and cleaning up the triggers for existing sound effects. We also took a good long look at controller focus issues and cleaned that up a ton.
While doing all this polish the new Sector and multiplayer have been finishing up development and will be released soon! Hoping to get the new levels out in the next patch in a week or two.
[img=http://i.imgur.com/oIWBigA.gif] A pretty big update here for the level editor, as well as other miscellaneous fixes and changes.
Hello everyone! Been working real hard on Polyball the last few weeks getting online multiplayer and Sector 5 ready to go. In between working on those new things, a lot of things have been getting cleaned up and finalized for 1.0.
FYI this patch is only for Windows at the moment, when we hit v0.8.0 we will be updating Mac + Linux
One of the big things in this patch is a new bug report system, the old one had a bug (the irony) and wasn't being submitted anywhere. With this new system we have much more control and logging of the issues, so please use it if you encounter something bad!
Other than that, a few new ball finishes and a bunch of new level editor objects have been added.
We are thinking of running a few contests as well, probally a ball design contest as well as a level design contest. What do you think of that?
[img=http://i.imgur.com/YTiqBun.gif] This patch is focused on the local multiplayer battle mode. A lot of polish went into the flow + UI of not only battle, but the entire local multiplayer system. While not 100% perfect yet it is very playable. We also fixed a bug where stats weren't tracking.
A small update here to fix the previously mentioned issues with the in-game settings and leaderboards. Some other various battle tweaks, and an upgrade to the input system is also in this patch. Please let us know if you run into any issues.
The latest build has an issue with the in-game level UI where the settings screen and leaderboards are broken. The settings and leaderboards on the main menu remain unaffected. We are investigating the issue and will upload a fix once we track it down!
Custom level editor objects have been added, allowing you to model and import your own objects to your levels. OBJ & FBX 2011+ are supported, and with FBX texture embedding works. We have a bit more work to do for animation support on these objects but it is in the works.
We have also added a pretty impressive water system to the level editor.
Score returns! Still have a bit of balancing to do on it but we wanted to get it out there. The score feed is in the top right of the screen.
We've also unlocked the local party games mode, while these games aren't super polished we thought we may as well share them with you.
A small patch here setting up for a bigger one. Apparently, you have to set thumbnails for Workshop items when updating the content of one, so we've added thumbnail selection to the publish menu in the Level Editor. This implements a file browser and file copy functionality which is going to be used for custom object support.
We also added a bunch of new ball skins! And an option to have follow cam enabled while using a mouse + keyboard.
Hello everyone! It's been a little while since our last update, but we've been busy building in Workshop support and a real easy to use level editor.
It still has a few kinks to iron out, and could use some more objects, but I think it's a great start to community levels.
The general idea of the level editor currently is to share creations using the blocks we have defined (custom model support coming soon). You can get to the editor from the main menu. From there, create a level then press F5 to enter the editor mode. From here there is a help menu that can guide you further. Have fun!
For the future of the level editor we have the following plans: Custom objects, par times, more in-depth workshop management, nicer UI, a whooooleee lot more default objects, currated level select, level design contests, and much more!
There are also a few other random fixes to translations, and a new first-time popup to explain to new players just what exactly is going on here. We also addressed some issues with the Linux build, and updated the Mac build as well.
We've added two new languages to Polyball! As always you can find these on the settings page or if it's your first time playing and your Steam client is not in English it will ask you if you want to change.
Thanks to Jiri Grönroos for the Finnish translation and 起源汉化组(Source Chinesizing Team) for the Chinese translation.
We've also removed Vulkan as the default rendering API because we got a lot of reports of visual bugs since we added it. If you want Vulkan back you can set -force-vulkan as a launch option in Steam. We plan to add this to the in-game settings soon.
[img=http://i.imgur.com/2JzgY8r.gif] We noticed that Corridor and Three Key Ultimate Test were in need of some changes, and hopefully we made them more enjoyable to play. We've noticed that some people are having some pretty horrendous bugs with our last Vulkan update. We are going to be removing Vulkan as the standard and instead make it a toggle in the settings in the next update. Full patch notes:
[img=http://i.imgur.com/GErDuAB.gif][/img] Splitscreen co-op has been added, allowing you to play through unlocked levels with friends. We have some big plans for game modes for this mode, so stay tuned. The level editor prototype can be found on the main menu, and while kind of limited and super rough it's the framework for Steam Workshop integration. Any feedback or ideas you want to suggest are more than welcome and would be best communicated through our discord so we can chat about them. Link to that here: Discord Vulkan support has been added as well, currently Windows only with Linux support coming soon. It's slightly experimental, so any issues you encounter please report on the community hub. As long as your graphics card supports it and your drivers are up to date it will work automatically. If you for some reason wish to make sure it is working you can put -force-vulkan as a launch option. Full patch notes here:
[img=http://i.imgur.com/r2PZDbs.gif] We have finally updated the Mac build from an ancient version, and added a new Linux build. We haven't tested the Linux build over too many OS's yet, but its working on the ones we tested on so thought it would be good to get it out there. There is a megathread for Linux issues here. After a lot of testing and community help, we now have a robust translation system! A shoutout to some of the community members who helped us by doing some translations: Skexer, ikkiyakki, Joseahfer, and Keo. We plan on expanding the translation system to include a ton of languages, if you are interested in helping translate Polyball please email admin@studiomonolith.ca. We've also got a bunch of small yet important changes in here, notably the Frame Limit option and keybinding system. And last but not least I am going to shamelessly plug our Twitter, go and give us a follow if you want to know about any future projects or updates!
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