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Name

 Glitch's Trip 

 

Developer

 Ransacked Studios, LLC 

 

Publisher

 Ransacked Studios, LLC 

 

Tags

 Indie 

 

Singleplayer 

Release

 2018-02-01 

 

Steam

 € £ $ / % 

 

News

 16 

 

Controls

 Keyboard 

 

 Mouse 

 

 Full Controller Support 

 

Players online

 0 

 

Steam Rating

 Positive 

Steam store

 https://store.steampowered.com/app/610250 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 0 .. 20,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 0  

Average playtime (last 2 weeks)

 0 

Median playtime (forever)

 0 

Median playtime (last 2 weeks)

 0 

Public Linux depots

 Glitch's Trip Depot Lin 64 [217.65 M] 




LINUX STREAMERS (0)




Removing Rogue Splash Screen

We got full control back of our game from the publisher we were using, so we had to remove their splash screen.


[ 2022-09-06 01:35:05 CET ] [ Original post ]

Steam Summer Sale | Now 50% off!


THERE'S A GLITCH IN THE STEAM SYSTEM!

Glitch's Trip is now 50% off during the Steam Summer Sale 2021, so if you ever wanted to play a twin-stick shooter that's adorable, yet challenging, this is your chance now.

You have until July 8th 10:05 AM PDT to get in on this hot deal.


[ 2021-06-24 18:55:44 CET ] [ Original post ]

Twisted Temple Update

Hey Everyone,

With this release, all 100 levels are in and the Twisted Temple is a wild ride. It really focuses on bringing all the mechanics of the game together. You'll have to master the glitch tiles, changes in gravity, and using warp gates to teleport around.

We also added a casual difficulty to all levels, so if you have been struggling on any level, you can practice on an easier version of the level and continue progressing throughout the game. Don't give up on those harder levels though, we look forward to seeing players crush through the content we created.

On top of that, we have a lot of balance changes in this update. The biggest one being that spikes and lava no longer cause instant death; they do 3 damage instead to you. We feel like this alleviates some perfectionism you needed in some levels and improves the overall fun in these challenging levels. Let us know what you think!

There's also a ton of other stuff, like optimizations, a new boss music system, new cutscenes, and lots of new SFX that our friends at Blue Whale have made for the game. We are super excited to ship this release and one step closer to wrapping up our Early Access phase.

Here is a trailer for Twisted Temple and the official list of what's new:
https://www.youtube.com/watch?v=eS7-d0ZcQys
Twisted Temple


  • 25 Levels designed around Warps combined with previous mechanics.
  • New Boss: Twisted Phar-Ra!
  • Added 4 New Twisted Temple achievements.

Casual Difficulty

  • Adjusted all levels to have a casual variant.
  • Adjusted boss health for casual / challenge difficulty.

Balance Changes

  • Adjusted Spikes and Lava to deal 3 damage instead of instant death.
  • Reduced Shield Health to 3 hits, so it gets destroyed when hitting Spikes or Lava.
  • Reduced the number of projectiles shot by King Greg-gooey.
  • Adjusted F.R.E.D's projectiles to shoot a little slower.
  • Added a slow movement debuff to Quicksand.
  • Brutes have become more of a threat by being able to destroy destructible tiles and move over small gaps on the ground.
  • Reduced Brute Health by 2 hits points to counter his new movement perks.
  • Jumpy Grunts no longer reflect projectiles but moves much faster.
  • Reduced Red Slime Health by 1 hit point.
  • Nerfed the Homing Grunts by increasing the time between shots.
  • Flame Grunts will walk in range before igniting their flame throwers.
  • Reduced Flame Grunt flamer thrower duration so it does not use up 100% of a full Glitch bar.
  • Increased attack speed to Flying Four Shot Grunts and changed their projectile to yellow to increase visibility.

Improvements

  • Added a cutscene when defeating King Greg-gooey.
  • Added a cutscene when defeating F.R.E.D.
  • F.R.E.D animates when hurt and before bouncing around.
  • Added a new enemy called Omega Bubble.
  • Main menu ground now changes based on level selected.
  • Score Screen highlights the selected level of difficulty.
  • Added a Credits cutscene.
  • Added Controller Vibration toggle to the Options Menu.
  • Adjusted Zero-G's opacity for better visibility with new level backgrounds that were added to the game.
  • Updated Loading Screen to show more info about the current level.
  • Added steam pop up progress notifications for kills and death achievements.
  • Made it so the complete game achievement is now possible.
  • Disabled top right feedback text (you can still submit it with F1 though).

Optimizations

  • Optimized SFXs by culling out lots of sounds not in view.
  • Minor Object Pooling Optimization.
  • Optimized loading the Tile Collision for the levels.
  • Culling more effects when not in view.
  • Optimized our audio processor.

Bug Fixes

  • Fixed Machine Gun sound so it doesn't cut off other sounds.
  • Fixed bug where Glitch's Eyes squint.
  • Fixed a bug with Stompers where a constant force was applied to you after death.
  • Replying a level no longer triggers the consecutive level achievement.
  • Fixed sorting groups for Glitch Triggers so they don't end up rendering above enemies.
  • Fixed an issue where your best time could be wrong.
  • Fixed vertical wrapping of spikes so they cannot bleed above them.
  • Fixed wrapping of the temple backgrounds so they don't flicker when you get to a certain position.

Music

  • Music for bosses now intensifies as they lose health.
  • New music tracks for all bosses.

SFXs

  • New notice sounds for enemies.
  • New Destructible Block sound for the Ancient Temple mud block.
  • Added a sound for when being poked by Spikes.
  • Added a sound for when you touch the Lava.
  • Added a sound for when you touch Quicksand.
  • All sounds are muffled when under Quicksand.
  • Improved the sound of the Flamethrower.
  • Added a Squish Block sound.
  • Added a Projectile Bounce sound to Moving Orb.
  • Added looping audio around homing projectiles.
  • Improved the Conveyor sound so it can be heard at a distance.
  • Improved the Phase Block sound so it can be heard at a distance.
  • Updated Stomper to play a sound based on the distance from you.

Steam Workshop

  • Made publishing a level default to public visibility.

Phew, ok that was a lot to read through! Next, we plan on working on tighten up some levels and getting the final cutscenes in. Please hit us up with any feedback you have on the new release.

Once we get those cutscenes in and some more polish, we plan on leaving Early Access and shipping our 1.0 version of the game!

Thanks for playing! Keep on Glitching on!

GlenN Montalbo -- Ransacked Studios


[ 2019-09-18 19:00:37 CET ] [ Original post ]

Early Access Build #8

Hey Everyone,

This update focuses on adding more levels to the Twisted Temple and implementing a cutscene system so we can express the game's story.

Here is a list of what's new:


    Twisted Temple
  • Added 7 More Levels in the Twisted Temple environment!
  • Get ready to teleport around levels as these introduce the warp gates.



    Balance Changes
  • Made fire grunt fire as soon as he sees Glitch.
  • Reduced collider size of moving orb and turn thingy.

    Improvements
  • Added our first game cutscene!
  • Added a cutscene menu where you can replay them as they unlock.
  • Added a new Sand Ambient Effect.
  • Added the Omega Bubble enemy.



    Bug Fixes
  • Fixed a Linux Bug that made it so it did not display correctly on the first run.
  • Fixed resolution picker so it correctly remembers your resolution between scenes.
  • Fixed some layering issues with Sand Dunes.

    Steam Workshop
  • We uploaded another new level called Don't Stop. A challenging level themed around constantly moving.





We also have a Twisted Temple boss coming, we're in the middle of creating his gameplay but here's a sneak peek of him.



Thanks so much for playing! If you have any feedback on where the story is going please reach out to us here or in your preferred way.

Keep on Glitching On!

GlenN Montalbo -- Ransacked Studios


[ 2019-04-10 05:35:35 CET ] [ Original post ]

Early Access Build #7

Hey Everyone,

While our last update was huge, it definitely came out way later than we wanted it to. Our plan now is to release smaller bits of content as we get it done so we have more chances to interact with you and get feedback on what you are excited about vs what could be better.

We are currently working on the last group of levels themed around a Twisted Temple. Expect a lot of smash ups from objects and enemies in the last 75 levels but adding some new unique twists to this content.

Here's what's new:


    Twisted Temple
  • Added 3 new levels in for our sandy new environment, Twisted Temple.
  • Added the Pyro Grunt, who spews hot flames.



    Improvements
  • Made the glitch image effect more clearly reflect how much glitch power you have left.
  • Improved loading times on all loads after the first one.
  • Added a resolution picker so you can render the game at more than 1080p.
  • Moon select and level select now change the ground to reflect the tileset.
  • PlayStation button images added to menu/tutorial panels when using a PlayStation controller.
  • Reduced default volume to 70% for all volume settings.

    Balance Changes
  • Reduced Sniper Grunt's health to 3 hits (standard weapon) so he's more in line with other Grunts.



    Bug Fixes
  • Fixed a bug where the grid would not show until Glitch died once.
  • Fixed a bug that caused enemies to fire sometimes even after losing view of Glitch.

    Sound Effects
  • Added a cool new intro sound to the main menu.
  • Added sounds for the pyro grunt.

    Mac Universal Build
  • Upgraded Unity to a newer version which no longer supports separating the architectures to x86 and x64, so now there is just one universal build for both.



    Steam Workshop
  • We uploaded a new steam workshop level called Crystal Quarry, give it a shot!



As a side note:

If you already picked up the game and are reading this, we are super curious on what type of levels you have invisioned for the game. Pick up the level editor and play around with it. We would love playing what you come up with!

Keep on Glitching On!

GlenN Montalbo -- Ransacked Studios


[ 2019-01-22 05:54:24 CET ] [ Original post ]

Early Access Build #6

Hey Everyone,

Sorry for how long this release has taken, our goal was to put the whole Space Rave content into this release and it ended up taking much longer than anticipated.

We decided we'll do more incremental releases for the upcoming Twisted Temple, so you can play the levels as they are being made.

On the bright side, this is our biggest release and we have lots of updates and fixes.

So here is what's new:



    Space Rave
  • A Vibrant environment where you'll have to master Gravity to survive.
  • 25 New Levels with Challenge Variants.
  • 4 New Achievements Specifically for Space Rave.
  • A new DJing Boss.



    Controller Adjustments
  • Implemented user submitted feedback on how to improve the controller experience.
  • Made it so the right stick fires and aims at the same time.
  • Disabled binding shoot because of this change. (For now)
  • Made the right trigger the Glitch default button.
  • Made it so it's more seamless to go between mouse/keyboard to controller and back.

    Balance Changes
  • Increased fire rate by 0.03s for the Standard Shooter.
  • Increased fire rate by 0.02s for the Spread Shooter.
  • Greatly improved the accuracy of the Machine Gun Shooter.
  • Reduced Standard Shooter recoil from 65 to 55.
  • Made the Six-Shooter Flyer shoot faster.
  • Reduced F.R.E.D.'s rate of fire.
  • Made Bouncy Ball break into smaller balls only once.



    New Features
  • Added a new projectile shooter that shoots bouncy projectiles.
  • Made enemy bouncy projectiles look different than the players.
  • Updated phase effect and added a muzzle flash to Phasers.
  • Added intermediate yelling states for King Greg-Gooey during the battle.
  • Added a directional arrows to Gravity Glitch trigger.
  • Added a glow script to some decorations.
  • Hooked up functionality for Twisted Temple decorations.
  • Added quicksand obstacle for Twisted Temple.
  • Added current level stats to the pause screen.
  • Added achievements button to the main menu.
  • Updated buttons look to use a rounded button.
  • Made arrows clicking in the level select screen.
  • Made clicking on the moon in moon Select select it.
  • Added purple fire around moons not completed in the Level Select screen.
  • Implemented a loading screen that shows hints when initially loading a level.



    Steam Stuff
  • Added Steam Trading Cards!
  • Added Support for Steam Workshop.
  • Try the Bouncy Ball Factory Level, the first official Steam Workshop Level.
  • Added a button on Level Select that shows a Steam Workshop level selector.
  • Added a button in the Level Editor File Panel to submit your levels to Steam Workshop.

    Level Editor
  • Improved loading time when selecting the objects panel.
  • Added hotkey for flipping (F) and changing difficulty (T) on selected objects.
  • Added a controls menu where you can see hotkeys and basic controls for each panel.
  • Fixed the placements of area type obstacles like Zero-G area and Slipstream.
  • Added preview images for ambient particles.



    Sound Effects
  • Added more sounds to the Six-Shooter Flyer.
  • Added roar to King Greg-Gooey's new mid-battle yells.
  • Added a "notice player" sound to the Red and Green Slimes.
  • Added a sfx to the Bomber when moving sideways.
  • Added lock on sound to Sniper Grunt / Adjusted his sounds.
  • Added sound effects to falling and moving platforms.
  • Added sounds for Bouncy Ball.
  • Added sounds to the Lasers.

    Bug Fixes
  • Fixed Glitch's shield so it will protect him from close range attacks and explosions.
  • Fixed a bug where Sensor Turrets lock on timing would be off.
  • Fixed F.R.E.D.'s projectiles so they hurt and not just bounce Glitch around.
  • Fixed an issue where King Greg-Gooey would lose track of you.
  • Reduced the odds of King Greg-Gooey crushing you when standing on a surface above you.
  • Made it so Sniper Grunts cannot see though walls.
  • Fixed a bug where if you have a controller connected the tutorial signs start blank.
  • Fixed quality settings to not show a blank when set to the fast setting.
  • Made grid optimizations and turned it off on the fast quality setting.
  • Fixed Challenge Objects being invisible when opening a level in the Level Editor.
  • Fixed anchor positions on decorations.



Thanks so much for your patience. If you want quick answers to questions we just started a discord channel where you'll be able to contact us directly. You can join it here: https://discord.gg/ShenUFA

Happy holidays from everyone here at Ransacked Studios!

Keep on Glitching On!

GlenN Montalbo -- Ransacked Studios


[ 2018-12-16 00:13:13 CET ] [ Original post ]

Early Access Build #5

This build mainly focused on achievements and SFX improvements. We added 26 Steam Achievements to the game!

Here is the breakdown:


  • 6 are for kills and killing enemies in unique ways.
  • 4 are for speed running specific levels on certain difficulties.
  • 4 are for not getting hit on specific levels on certain difficulties.
  • 4 are for world completions. (2 are not unlockable yet)
  • 3 are for completing levels in a row with out dying.
  • 3 are for dying a certain amount of times.
  • 2 are for game completion. (not unlockable yet)





You might get some achievements when you start up the game if you already achieved them. We plan to add at least 12 more as the last two worlds come out. If you have any cool suggestions for achievements please let us know.

Here is a list of other improvements we did:


  • Added laser sight to sniper grunt.
  • Fixed language dropdown scrolling when using a controller.
  • Steam profile images appear as soon as downloaded on leaderboard displays.
  • Changed friends leaderboard rank to be local to friends.
  • Fixed gravity area and gravity well interaction, gravity well has priority.



A huge thanks to Blue Whale Audio, in helping us add a ton of audio to the game. Here is a list of new and updated sounds:


  • Hooked up conveyor SFX.
  • Hooked up gravity area SFXs.
  • Hooked up sniper grunt SFXs.
  • Hooked up big reds death SFX.
  • Hooked up the phaser flying SFXs.
  • Hooked up zero g area SFX.
  • Hooked up F.R.E.D.'s death, collision, and turning SFXs.
  • Hooked Up slip stream SFX.
  • Hooked up zero g areas SFXs.
  • Updated zero g glitch trigger charge SFX.



Lastly, our next build will be for the Space Rave world and the first cutscene! We're really excited to bring the Space Rave levels to life, it's a lot of fun with all the gravity manipulation that we're doing.

As always please keep the feedback coming and keep on Glitching on!

GlenN Montalbo -- Ransacked Studios


[ 2018-06-26 05:40:13 CET ] [ Original post ]

Early Access Build #4

This build brings competition in the form of Leaderboards!

You can now compare your performance on each level globally and with friends on the level select screen. There is a preview and a full panel that can page all scores.

We had a blast trying to beat each other scores while working on this feature and we'd love to see you beat our scores!



We also did a lot of work on audio and revamped how we are doing some ambient sounds.

Here is a list of audio changes in this build:


  • Added first Space Rave music track.
  • Added new ambient sound implementation for lava, ambient sounds are now tied to objects.
  • Updated and added new SFX for Slime King and Carnival Boss.
  • Added SFX for spreadshot and machinegun power ups.
  • Updated sorting order and volumes for various misc object SFX.


We're also always trying to squash bugs and add improvements anywhere we can.

Here is a list of some of the bug fixes and improvements in this build:

  • Added a laser sight aimer when holding down controller aim.
  • Disabled property panel when deleting objects with the delete key in the level editor.
  • Made Slime King not bump into the ceiling.
  • Stopped screen shake and audio playing when respawing if you die once the Slime King dies.
  • Made it so if you die during the slime king death, you do not respawn and automatically win the level.
  • Fixed game swapping displays when minimizing while using more than one monitor.


Lastly, we are still working on Space Rave levels (World 3) and the game's Story. We wanted to give you a taste of how the story art is unfolding.... Take a look:





Please keep the feedback coming as you have been so that we can continue to address any bugs or quality life improvements as we build out the rest of the content.

Feel free to call us out if you beat our times, we would love the competition!

Keep on Glitching on!

GlenN Montalbo -- Ransacked Studios


[ 2018-05-18 04:31:03 CET ] [ Original post ]

Early Access Build #3

This build mainly focuses on the level editor. We completely revamped the UI! We're trying to make it even easier to build levels. We also added some additional functionality.

Here is a list of level editor changes:


  • New UI! Panels selection is now on the left and panels are simplified.
  • New Save and Play quick button always visible on the panel selector.
  • Made it so you can also toggle difficult quickly and also disable objects based of difficulty.
  • New object selection shader, it's easier to tell what's selected.
  • Multi object selection (Shift) and editing. You can now edit multiple objects with the same properties all at once.
  • Made Not snapping to tile the E button, so it's quicker to toggle between snapping and not snapping.
  • You can now copy sections of tiles (Shift) and stamp them somewhere else.
  • We localized the whole level editor.




We also fixed some bugs and improved a bunch of other things!

Here is a list of our other changes and improvements in this build:

  • Fixed a bug where Gravity would revert after activating multiple Gravity Triggers.
  • Enable mouse on main menu always.
  • Turn on mouse when on win screen.
  • Pause vibration when game is paused / in feedback panel.
  • Slime King SFXs Additions / Improvements.
  • Fixed key binding bug where axis binding would not update correctly.
  • B (for xbox controllers) no longer pauses the game on xbox controllers (unless explicitly binded to).
  • Plasma enemy projectile made brighter.
  • Fixed bug where keyboard / mouse bindings would be missing on tutorial panels.
  • Fixed a bug where you would slow fall in slipstream if gravity changes.
  • Updated visual and sound effects for the shield.
  • Added 3 new Google translated languages! Thai, Swedish, and Hungarian.

Please keep the feedback coming! We are always looking at it and are trying to fix what we can.

Keep on Glitching on!

GlenN Montalbo -- Ransacked Studios


[ 2018-04-06 07:32:38 CET ] [ Original post ]

Early Access Build #3

This build mainly focuses on the level editor. We completely revamped the UI! We're trying to make it even easier to build levels. We also added some additional functionality.

Here is a list of level editor changes:


  • New UI! Panels selection is now on the left and panels are simplified.
  • New Save and Play quick button always visible on the panel selector.
  • Made it so you can also toggle difficult quickly and also disable objects based of difficulty.
  • New object selection shader, it's easier to tell what's selected.
  • Multi object selection (Shift) and editing. You can now edit multiple objects with the same properties all at once.
  • Made Not snapping to tile the E button, so it's quicker to toggle between snapping and not snapping.
  • You can now copy sections of tiles (Shift) and stamp them somewhere else.
  • We localized the whole level editor.




We also fixed some bugs and improved a bunch of other things!

Here is a list of our other changes and improvements in this build:

  • Fixed a bug where Gravity would revert after activating multiple Gravity Triggers.
  • Enable mouse on main menu always.
  • Turn on mouse when on win screen.
  • Pause vibration when game is paused / in feedback panel.
  • Slime King SFXs Additions / Improvements.
  • Fixed key binding bug where axis binding would not update correctly.
  • B (for xbox controllers) no longer pauses the game on xbox controllers (unless explicitly binded to).
  • Plasma enemy projectile made brighter.
  • Fixed bug where keyboard / mouse bindings would be missing on tutorial panels.
  • Fixed a bug where you would slow fall in slipstream if gravity changes.
  • Updated visual and sound effects for the shield.
  • Added 3 new Google translated languages! Thai, Swedish, and Hungarian.

Please keep the feedback coming! We are always looking at it and are trying to fix what we can.

Keep on Glitching on!

GlenN Montalbo -- Ransacked Studios


[ 2018-04-06 07:32:38 CET ] [ Original post ]

Progress Update #1

Hey everyone!

Its been a little over a month since our last official post and we just wanted to give you an update on our progress. The three of us have each been working on different major parts of the game and we are excited to show you that we are making head way on all of them!

Level Editor Improvements:
We have been overhauling the level editor to make things a lot simpler and easy to use. We hope to make things painless so you are excited to create your own levels and share them with us and the community!

  • First UI pass to make things more user friendly.
  • Re-categorizing objects so its easier to find things.
  • Quality of life improvements on interacting with objects while creating and editing levels.
  • Localization support for all languages currently being supported in the game.


Creating World 3 Space Rave:
We are in the middle of creating levels for World 3 which is themed after a Space Rave. Yup, giant speakers, hanging lights, and festival drops! World 3 is all about gravity manipulation, so get ready to be upside down and sideways as you tackle new enemies and hazards! World 3 will also use the glitch powers from the first two worlds, so players will have to think fast as you float through zero g and time switching tiles all while flipping upside down and around. Its been exciting to make these levels and we are stoked to get them into your hands. World 3 really ramps up the difficulty, so be prepared!







Art for World 4 Twisted Temple:
To keep things moving at a decent pace, we have been working on our next set of art assets for our final world called Twisted Temple. It is a very heavily Egyptian influenced world with an alien like twist. We will have more to share about the main mechanic used in this world in a future post, but we wanted to give you a sneak peak of some of the art being used in our final world.



Story:
Theres a lot to still do to get this game ready for a full release, but we realize we are currently lacking a story and its something we want to get into the game soon after World 3 is in your hands. Our focus in early access is to get you the gameplay and listen to your feedback on where you would like us to adjust things. We want you to be able to continue to play this game way past what we will be offering in official story levels through your own custom levels to share and challenge others to complete.

Feedback:
Keep the feedback coming in! We are looking at all of it and organizing it to tackle bugs and address any concerns as they come in to get addressed with each of our updates. Look for fixes and adjustments on your feedback in our next patch notes.

Michael Coletti -- Ransacked Studios


[ 2018-03-16 22:37:53 CET ] [ Original post ]

Progress Update #1

Hey everyone!

It’s been a little over a month since our last official post and we just wanted to give you an update on our progress. The three of us have each been working on different major parts of the game and we are excited to show you that we are making head way on all of them!

Level Editor Improvements:
We have been overhauling the level editor to make things a lot simpler and easy to use. We hope to make things painless so you are excited to create your own levels and share them with us and the community!

  • First UI pass to make things more user friendly.
  • Re-categorizing objects so it’s easier to find things.
  • Quality of life improvements on interacting with objects while creating and editing levels.
  • Localization support for all languages currently being supported in the game.


Creating World 3 – Space Rave:
We are in the middle of creating levels for World 3 which is themed after a Space Rave. Yup, giant speakers, hanging lights, and festival drops! World 3 is all about gravity manipulation, so get ready to be upside down and sideways as you tackle new enemies and hazards! World 3 will also use the glitch powers from the first two worlds, so players will have to think fast as you float through zero g and time switching tiles all while flipping upside down and around. It’s been exciting to make these levels and we are stoked to get them into your hands. World 3 really ramps up the difficulty, so be prepared!







Art for World 4 – Twisted Temple:
To keep things moving at a decent pace, we have been working on our next set of art assets for our final world called Twisted Temple. It is a very heavily Egyptian influenced world with an alien like twist. We will have more to share about the main mechanic used in this world in a future post, but we wanted to give you a sneak peak of some of the art being used in our final world.



Story:
There’s a lot to still do to get this game ready for a full release, but we realize we are currently lacking a story and it’s something we want to get into the game soon after World 3 is in your hands. Our focus in early access is to get you the gameplay and listen to your feedback on where you would like us to adjust things. We want you to be able to continue to play this game way past what we will be offering in official story levels through your own custom levels to share and challenge others to complete.

Feedback:
Keep the feedback coming in! We are looking at all of it and organizing it to tackle bugs and address any concerns as they come in to get addressed with each of our updates. Look for fixes and adjustments on your feedback in our next patch notes.

Michael Coletti -- Ransacked Studios


[ 2018-03-16 22:37:53 CET ] [ Original post ]

Early Access Build #2

Here is our first new build!

We really wanted to get the PS4 controller support in as soon as possible, so we worked all week and changed our input system to support it.

Note: Your key bindings may need to be redone, because the input system has changed.

There are other fixes that you can see below. Like the bubble enemy now has a state before it shoots so it's more clear on how he works.

Here is our full list of changes:


  • PS4 controller support! Button symbols for tutorial signs and options coming soon.
  • Bubble enemy now has a delay before he shoots.
  • Adjusted speed and color of the Bubble enemy's projectile.
  • Removed the lava section that appeared before the jump command sign in 1-1 challenge.
  • Addressed some shooter restarting issues when respawning after death.
  • Scrolling the object panel no longer zooms the map camera in the level editor.
  • Changed feedback panel from F12 to F1 so it's not the same as the screenshot button.
  • Fixed cursor not showing up when on feedback panel if playing with a controller.
  • Updated Korean translation (thanks Dollppin!)
  • For languages with long character strings, the win screen buttons now adjust text correctly.

Thank you to everyone who is contributing to the localization and for all the feedback we have recevied so far.

Keep on Glitching on!

GlenN Montalbo -- Ransacked Studios


[ 2018-02-09 01:05:30 CET ] [ Original post ]

Early Access Build #2

Here is our first new build!

We really wanted to get the PS4 controller support in as soon as possible, so we worked all week and changed our input system to support it.

Note: Your key bindings may need to be redone, because the input system has changed.

There are other fixes that you can see below. Like the bubble enemy now has a state before it shoots so it's more clear on how he works.

Here is our full list of changes:


  • PS4 controller support! Button symbols for tutorial signs and options coming soon.
  • Bubble enemy now has a delay before he shoots.
  • Adjusted speed and color of the Bubble enemy's projectile.
  • Removed the lava section that appeared before the jump command sign in 1-1 challenge.
  • Addressed some shooter restarting issues when respawning after death.
  • Scrolling the object panel no longer zooms the map camera in the level editor.
  • Changed feedback panel from F12 to F1 so it's not the same as the screenshot button.
  • Fixed cursor not showing up when on feedback panel if playing with a controller.
  • Updated Korean translation (thanks Dollppin!)
  • For languages with long character strings, the win screen buttons now adjust text correctly.

Thank you to everyone who is contributing to the localization and for all the feedback we have recevied so far.

Keep on Glitching on!

GlenN Montalbo -- Ransacked Studios


[ 2018-02-09 01:05:30 CET ] [ Original post ]

Now in Early Access!



We are happy to announce that Glitch's Trip has entered Early Access on Steam!

From months of prototyping ideas and coming up with a unique mechanic that we have not seen yet done before. To showcasing our early development at BostonFIG and in the PAX Rising booth at PAX East last year; we made it to the milestone that puts the game in your hands!

Glitchs Trip is a tough twin-stick platformer where Glitch has a special ability that allows him to become intangible to avoid threats. Knowing you can avoid damage at any point is comforting but it has its limits. We throw a lot at you and mastering the glitch mechanic will be your savior. Dont worry though, we designed the game to allow you to bounce back from certain death quickly and get back right into the mix of things on your next run.

To celebrate, we have released a trailer that offers a glimpse of the wild gameplay we are cooking up as we push to finish the development of the game.

https://youtu.be/OriU7zMyBkk

Please reach out to us about feedback throughout our development process so your voice is heard. We will be active with the Steam community so we can mold the game into something special together.

If you are excited about Glitch's Trip, please consider giving the Early Access Trailer or any of our posts a 'like', 'share' or 'retweet' on YouTube, Twitter, Instagram, or Facebook.

Twitter
Instagram
Facebook

Thank you, and we hope you enjoy the game! -- Michael Coletti Ransacked Studios


[ 2018-02-02 06:14:15 CET ] [ Original post ]

Now in Early Access!



We are happy to announce that Glitch's Trip has entered Early Access on Steam!

From months of prototyping ideas and coming up with a unique mechanic that we have not seen yet done before. To showcasing our early development at BostonFIG and in the PAX Rising booth at PAX East last year; we made it to the milestone that puts the game in your hands!

Glitch’s Trip is a tough twin-stick platformer where Glitch has a special ability that allows him to become intangible to avoid threats. Knowing you can avoid damage at any point is comforting but it has its limits. We throw a lot at you and mastering the glitch mechanic will be your savior. Don’t worry though, we designed the game to allow you to bounce back from certain death quickly and get back right into the mix of things on your next run.

To celebrate, we have released a trailer that offers a glimpse of the wild gameplay we are cooking up as we push to finish the development of the game.

https://youtu.be/OriU7zMyBkk

Please reach out to us about feedback throughout our development process so your voice is heard. We will be active with the Steam community so we can mold the game into something special together.

If you are excited about Glitch's Trip, please consider giving the Early Access Trailer or any of our posts a 'like', 'share' or 'retweet' on YouTube, Twitter, Instagram, or Facebook.

Twitter
Instagram
Facebook

Thank you, and we hope you enjoy the game! -- Michael Coletti – Ransacked Studios


[ 2018-02-02 06:14:15 CET ] [ Original post ]