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Hey everyone,
We just pushed a minor updated. We fixed a few things in order to make the game run smoother on the soon to be released Valve Steam Deck.
We are pretty excited about the Steam Deck and Pathway plays great on the device. With this update we wanted to make sure that when you get your hands on your Deck, Pathway will just run.
Changelog for 1.4.1
Hey Adventurers!
This latest update is a small patch for the MacOS version to properly launch on OS X 10.10 to 10.13 again.
Hey everyone, This is a very minor bug fix update especially for users of older OSX versions. If your game did not run on OSX please give this build a spin: Change list for 1.3.3
Hey everyone, Its bug fixin time again! First of all, huge thanks to all the players who left nice comments after our latest release, and an even bigger thanks to everyone who spotted and reported bugs that slipped our released patches - youre the unsung heroes making the game better for everybody! Thanks to your reports we manage to catch the bugs and eliminate them: Change list for 1.3.2
We missed some situations where you could lock up the game while in combat and a crash in the final release of the controller version. This new patch should solve these problems. Changelog Version 1.3.1:
Controller support has now been officially added to Pathway! Last week we announced that Pathway will be coming to Nintendo Switch on May 27th - this huge update gave us the opportunity to work on an all-important and often-requested controller support for Pathway. The update also brings some UI tweaks and range of bug fixes with it. See full changelog below.
[h4]How to play Pathway with a controller[/h4]You first have to activate controller mode through the options menu. Navigate to the controls tab and select one of the supported controllers from the controls mode list:
Currently we have (official) support for Playstation, XBox and Switch controllers, but other controllers will probably work as well. After selecting your option click apply at the bottom and you should be good to go!
Full Changelog 1.3.0
We released a minor update for the controller preview branch that mostly fixes a bunch of issues. Switch controllers are now also supported. Changelog Version 1.1.7b15:
We just released a minor update on the preview branch. The controller support has been extended and should work fine now on macOS and Linux. Thank you for the bug reports! Changelog Version 1.1.7b14:
Just a little over two years ago the first version of Pathway came out, and it's been a wild journey since then! We've pushed out over 50 updates since the initial release, and thanks to everyone in our amazing community we now have a game that is far better than what we started out with. Your feedback has been a tremendous help in shaping the game. So thank you everyone for your amazing support throughout the last 2 years!
We wanted to take this moment to highlight two community efforts that we think everyone should know about and a little something from us ...
We just released a small update which addresses a few bugs players have encountered. Changelog:
We just released a small maintenance update to address a bunch of crash bugs players have encountered. Changelog Version 1.1.5:
We've just pressed the release button for the Hardcore Mode Update! This is a sizable update that brings an exciting new way to play the game, a bunch of QoL changes and many bug fixes!
As of today the next version of Pathway is available on the Preview Branch. This build includes the new Hardcore Mode!
Before we dig into the new version, we have a favour to ask of you. Pathway's OST has been nominated for best OST over at gamesmusic.net. If you enjoy the soundtrack of the game as much as we do, we'd be excited if you voted for it over here. steamhappy
Hey everyone! Simon here, Art Director at Robotality.
What a ride the last few months were. We released over a dozen of updates, including one big update called Adventurers Wanted that reworked the core gameplay using your feedback you gave us. We feel honored to have such a nice and supportive community. Thank you!
As you have seen now the Steam Autumn Sale is live and as with every year, you can now also vote for the games you love to nominate for a Steam Awards.
Lets see if we can get a game with pixel art into the Outstanding Visual Style category together
What makes the art style of Pathway so special?
The visual art style of Pathway was a pipe dream of mine I had long before we even started working on the game. During the development of our first game, Halfway we had our first experiments going with the ideas to combine classical pixel art with dynamic lights and shadows, but due to time constraints we never followed through.
After we finished Halfway we started to look into what to do next, and while we worked on the game design for Pathway, we also picked up the old idea again: Can we actually do proper shadows and dynamic light within a pixel art game that are also as close as possible pixel perfect.
No one before us had fully done this so it was an interesting challenge to take up. There are some other games that uses dynamic lighting and normal maps combined with pixel art, but no one did a full dynamic light and shadow setup until now!
After a few months of prototyping we actually had a proof of concept for this:
As you can see, it looked more like Halfway and our concept for Pathway was not even close to the finished product we have now. But... we now knew that it could be done! Little did we know back then, that it would take us another 4 years to complete and for Pathway to become the game it is now.
Here are some more very old prototype screenshots of the Pathway tech:
Even though the game does not look like it in the end, we are using a very limited color palette for the whole game. All assets are made out of a set of 32 colors for the environment and another 32 colors for the character. Here you can see the rough sketches I did to test my 32 colors for the environment back in early 2016:
Next up is a short behind-the-scenes video of how we create our levels and visuals in our custom editor. To achieve the look, we actually use voxels and 3D meshes to generate the scenes and instead of pixels - you see colorized polygons for each pixel on the screen.
https://youtu.be/sHYhSnl7cZo
If you think the result is worth an award nomination on Steam feel free to click on the widget above.
Thank you again for the support, its been a cool ride together. We are looking forward to sharing more news with you folks soon about what we have in store with Pathway.
PS: If you want to have a more detailed look at what we did to achieve the look we have. Let us know in the comments and we will see what we can do.
Today's Deal: Save 40% on Pathway!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Thursday 10/24 at 10AM Pacific Time
We just released a minor maintenance update that fixes and tweaks an handful of things. Full changelog below!
Changelog Version 1.1.2:
We have some exciting things to share with you today.
As previously mentioned we are working on a fairly substantial free update to Pathway that will be released later this Summer (Version 1.1). This devlog presents a handful of new things we're adding to the game. We'll reveal more details over the coming weeks.
Respec Skill Tree, Improved Dog Friendly mode and a new No Bloodshed mode make it into the latest build!
It's been a while since our last update, but we've got some goodies going into today's version! As mentioned in our previous devlog, our focus in general has shifted towards a bigger free update that we're releasing at the end of summer. We're making fantastic progress on this and we're putting together a blog post soon (next week) to talk about some of the things we're working on. We're still however adding new things to the game and fixing bugs. Thank you everyone for reporting issues and helping us improve the game!
So... what's new in today's build?
Preview branch receives Skill Tree respec option and a few words about our future update cycles.
Over the last month and a bit we've worked very hard at adding lots of Quality of Life features to Pathway as well as squishing tons of bugs. It made sense for us to release updates on a weekly basis during this time. The things we're working on now however are a bit more fundamental in their nature and take time. As our focus is now shifting more towards the bigger Summer update, we're not continuing the weekly patch updates and instead we will simply release when there is something significant to show.
Practically speaking this means less frequent updates but bigger ones when they do come around. We will continue to push updates to the preview branch on a regular basis.
We also have something exciting to share today: We just pushed a new build to the Preview Version of Pathway that includes an often requested feature: Respeccing Skill Trees.
Below is a full changelog of what's in the latest preview version.
Version 1.0.13p1 (Preview Version):
- Added option to reset skill tree: It is now possible to reset the skill tree of a character during the setup phase before the adventure begins. There's a cost attached to it and every time you reset a character the cost increases exponentially. We may change/adapt how exactly all this works again in the future.w
- Characters can now be leveled-up during the adventure setup phase: You'll now notice a little level-up indicator on characters that haven't had their level up choices picked. You may level them up by accessing the skill tree in the skills tab.
- Fixed a bug in LeFantome's skill tree that caused a glitch in some situations
- Fixed a bug that caused infected to die twice when being killed with a bleed and triggering an explosive barrel at the same time.
We just published a smaller update for Pathway. This build mostly addresses bugs and changes the Ambush behaviour slightly. We've also added some additional details to the Knife tooltips!
Stay tuned for more soon & thanks for playing! steamhappy
Full Changelog Version 1.0.12
Stack Splitting and AI Turn Speed-Up are in!
Before diving into the details of today's update, we'd like to mention our plans for the near future. Our weekly updates will continue with QoL features as well as the usual bug fixes. At the same time we're working on some more significant changes that we will release in a bigger update later in the summer. This update will address deeper issues we see with the game as well as bring in a bunch of new content. The Japanese and Chinese translation of the game will also be released as part of that update. We're pretty excited about the things we've got planned and we will start talking about some of the changes soon. steamhappy
To clarify: This update will not be a "DLC" but instead a major free update to the base game that will include some new content and improve the existing game in various ways.
In the meantime here's what we've added in today's update:
This week's build brings hitchance previews, reworked events and a whole bunch of other improvements.
Version 1.0.9 is now live!
This update brings the default branch up to date with all the changes we added to the preview branch last week. If you are on the preview branch note that from now on we will post changelogs for what's included there only in the forums and on our Discord server. We will keep these weekly devlogs for changes made to the live branch in order to avoid confusion. If you want to know what's currently cooking on the preview branch head on over here: Preview Branch Changelog
If you missed last week's post, here's the full changelog of what's included in this week's update (you can also read more about some of the changes here).
Full Changelog for Version 1.0.9:
The first preview build is now available on our "preview" branch and we're moving to our own Discord Server!
Wow, Pathway has been out for only a little over a week!
Up to now we've been in overdrive-mode fixing bugs. Additionally, we've also started introducing a handful of quality of life updates such as the undo button when recycling items as well as improved tooltip comparisons. Updates have been almost daily during this period to make sure critical issues are addressed promptly.
With today's post we want to explain what the next few months are going to look like.
Pathway has only been out for a little over 24 hours and we can't express enough how grateful we are to all of you! Thank you so much for taking the time to check out our little game!
Of course, we have also noticed the concerns many of you have voiced and we want to address some of the issues raised and hopefully clarify our plans for the future.
Most importantly: We hear you and we are listening. We are entirely committed to Pathway and we will continue supporting and tweaking the game to make it the absolute best it can be. Your incredible support makes this possible.
Over the next few days we will be focused on getting as many bugs fixed as possible. We've already released two hotfix patches and have just now released another version on Steam addressing more issues (changelog below). We will keep working on smaller quality of life updates as things come up.
In the medium term (over the next weeks) we want to look at ways to address some of the more fundamental concerns brought up. Many of you voiced that the game can feel repetitive and that there's not enough variety. Some things like the same event popping up multiple times in the same adventure are simply bugs. Other issues have to do with how the procedural generation works. We believe that with some work on our side we will be able to much better present the variety the game possesses. There is a lot to discover in Pathway, but we can do better at making sure you experience it.
Another issue we want to address in the medium term are the tactical battles. We had a very distinct design goal when designing the combat for Pathway: Make them fast-paced and fun. Our aim never has been to make an incredibly deep combat system but instead an approachable and fun battle system to go alongside our event driven exploration. Big picture, we think we succeeded. However, there are definitely some issues we want to fix and areas to improve. The AI needs work, some mechanics are not clearly communicated and we believe we can do more to characterise the uniqueness of the enemy classes.
Of course, we are also planning on releasing the Japanese and Chinese versions of the game in the near future. More localisations are currently being looked at but we don't have anything confirmed just yet.
Long term we are committed to more content. We have so many ideas on how to expand on Pathway. Northern Africa was a pretty obvious choice for our initial adventures, but there are many more exciting places we want to send our adventurers to.
As mentioned above we have also just released a new patch. Below are the fixes and changes included in this update.
Version 1.0.4 Changelog:
- We added an optional "Confirm Move" toggle in the Game options. When activated, you will have to click again to confirm your move before it is executed. This is to prevent accidental moves.
- We added a "Dog friendly" mode. This can be activated in the Game options. At the moment this simply disables the dog hit/die sfx. But we are planning on expanding on this and completely removing the die animations/blood.
- We've added additional fallback options for our shadow rendering that should fix issues we've seen on certain hardware configurations causing the game to crash at load and during gameplay.
- Added option to disable Reverb SFX effect. This may help on systems that have experience audio issues.
- Fix a bug that would let you recruit a character twice in a row
- Fixed a bug with character unlocks. Some people had met the conditions for unlocking a character but still couldn't use them when starting a new adventure. These characters are now properly unlocked and the issue has been fixed.
- We fixed a bug that caused crit hits that also killed a target to not count towards achievements, combat stats and adventure stats.
- We improved loading times in some events
We've just uploaded a new version of Pathway to Steam. This is mostly to address problems/crashes people have encountered. NOTE: Version 1.0.2 will reset your "Fullscreen" settings toggle and start the game in windowed mode instead. You can of course change this again in the options any time. This reset happens due to some people having problems with the game starting in fullscreen mode by default. Version 1.0.2: - Game now starts in windowed mode to prevent some issues people were having with fullscreen (see above note) - Adds the option to cycle through your team with the left/right arrow during battle. - Fix a crash that happened when you entered a battle after running out of fuel and having your team members die. - Fixed a crush bug when trying to claim an achievement - Custom key bindings are now properly saved Version 1.0.3: - Prevent trashing the dog's fur and teeth by accident - Fix a crash that could happen in the AI turn when fighting with characters that had no weapon in their primary slot - Fix crash when looting certain legendary items and moving them to the valuables bag - Fix a bug that caused a black screen on Windows 7 and macOS Thanks everyone for reporting issues/bugs - we're hard at work addressing the problems popping up.
When venturing across the desert plains or through long-abandoned temples in search of forgotten artifacts, you may sometimes find yourself in tough situations - and tough situations often require tough choices to be made. We call these situations, Events. In this devlog, we’re going to dive into Events, and expand on how your characters abilities might influence the outcomes…
With every great adventure, you are bound to come across a few interesting characters. Whether you are closely following the story arc of the protagonist, or butting heads with some mysterious and sinister menace, memorable characters are an essential part of any story. We’d like to take an opportunity today to fill you in on how Characters are an important part of your experience in Pathway, and explain our level advancement system in some more detail.
Come gather around! We have a nice little treat for your ears in this Devlog! We (virtually) sat down with Pathway's brilliant music composer and sound designer Gavin Harrison and asked him a bunch questions about his approach to composing. We're also really excited to share some tracks from the game for the first time!
So ... put on your headphones, click play on this video, grab a coffee and read on:
https://youtu.be/ezZdm69UaE0
Starting today, we want to begin sharing a bit more about the development process of Pathway and what's happening behind the scenes at Robotality.
To get the big question out of the way: We're not quite ready yet to announce when the game is being released, but we're getting very very close to being able to do so. We're still on course to release the game in 2018. We've made amazing progress and are really happy with how the game is taking shape!
In today's devlog we're going to give a quick recap of what's been happening since the announcement of the game.
In case you hadn't seen this, we had the opportunity to chat to PC Gamer about Pathway and shared quite a bit of thoughts around our game design decisions and inspirations behind Pathway: PC Gamer interview
In April we were demoing Pathway for the first time publicly at EGX Rezzed in London. Showing a game in public is always a nerve wrecking experience but thankfully the game was received really well and we've written down pages of notes of feedback. Being holed up in our dev caves it can be super easy to develop a tunnel vision of the game. Getting lots of other people to play the game for the first time is really refreshing and helpful. Thank you to everyone who came and played the game!
Speaking of events, we are showing the game at Overflow #003 on May 30th. Overflow is a local chiptune event in Vancouver, Canada. We're showing the game alongside a few other indie games and of course there's lots of chip inspired music. So if you live near Vancouver this is a great opportunity to play Pathway pre-relase! (You can get tickets here: Overflow #003 Tickets).
And to finish up today's devlog, here's a first look at a new environment we've been working on "The Mines":
Until next time!
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