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Hello everyone! 2014's hot indie game LOVE is getting yet another update! The kind folks at Epic Games requested the game for a free giveaway on their Store (happening this week), and with the compensation they gave us, we were able to take some time to polish the game up for all PC versions of the game, with some excellent updates. Thank you all so much for your decade of support. I hope that this update will allow players to enjoy the game again, create new experiences for one another, and find new players to enlighten and enfrustrate. You can find me and the many things I'm working on at FredTWood.com
Note: Ah dang, ah jeez -- Steamworks is broken in this build. I've got a fixed version ready to go, but something in the Steamworks backend is stopping me from uploading the build. Please hold off on your YOLO runs for the meantime. Hey all, happy to share that I've got a small update for LOVE. I've had some reports from players that the previous version was starting to run a bit funky with modern systems and displays running higher than 60hz, so I've updated the game's build to the latest version of Game Maker, which should alleviate some of those woes. LOVE 3 does not have these problems, but I believe LOVE 2: kuso still does, so I'll be working on that next when I have time. I also made a small tweak to Level 4's secret area in Arcade and Unlimited Mode. Just trying to keep up with the times. I hope y'all enjoy, and please let me know if you run into any other problems. Thanks!
Hello, and thank you for playing LOVE! As I have made a native Linux port of the game for an older version of Linux, it is not properly supported by the Steam Deck, but thankfully with Windows version runs perfectly! I've spoken with folks at Valve who have assured me that this will eventually be something I can set in the backend, but for folks with a Steam Deck who want to play the game now, here you go!
First, find LOVE in your Steam Library on your Steam Deck, and press the Options Button, as illustrated at the bottom of the screen.
Second, find the "Properties..." option, and press A.
Finally, on the left side of the screen, select the "Compatibility" option, set "Force the use of a specific Steam Play compatibility tool", and select "Proton Experimental".
This will download the Windows build of the game, and you'll be good to go. Launch it like you would any other game on your Steam Deck!
If you've enjoyed your time with LOVE on or off the Steam Deck, it'd be a huge help if you'd leave a review of the game! This will tell Steam to share the game with folks who might also like it. One review can go a long way to a game's success, so I hope you'll take a moment and do that.
And hey, if you haven't checked them out yet, there's a LOVE 2, and a LOVE 3!
Thanks so much for your support, and I hope you enjoy!
Hello everyone, I'm Fred Wood, the developer of the LOVE games. I've been working on developing LOVE 3 for over a year now and am excited to finally let you try a slice of the game!
On Wednesday June 16th, we'll be releasing a five-level demo as part of the Steam NextFest! Each level will have a secret to discover as well as its own ranked speedrun leaderboards. This fully featured demo will be a perfect representative slice of the game that we'll be releasing later this year.
The demo will have six new tracks from James Bennett that I'm very excited about, and we'll be releasing a 7-track Demo EP with proceeds going directly to him. You can hear a sample of the Demo EP right here!
[previewyoutube=CvTMuH2EjT0;full][/previewyoutube]
I can't wait to see what everyone thinks of the game! I'm particularly proud of the level of depth these levels have, and considering the many hours I've spent developing it, I can't wait to see speedrunners tear it down.
We have a Community Discord that we would love for you to be part of, so you can share your thoughts about the demo, tips for speedrunning, or to just show off your best time. Come and join us!
And of course, the two biggest things you can do to help this game are to tell your friends, and very, crucially important, add the game to your Steam Wishlist!
Adding games to your Steam Wishlist helps you by letting you know about updates and releases relevant to a game, but for developers like me, it's an incredible tool that lets Steam know that this is a game that people might be interested in! So please, take a moment, and make sure to click that beautiful green "Add to your wishlist" button.
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LOVE 2.0.0a Happy April Fools day, y'all. The world's in a rough state, so rather than play a trick on you, I've played a trick on myself. Since 2014 folks have been asking for LOVE to run at 60 frames per second instead of 30, and I've wanted to do it, but it's never been as simple as flipping a switch. All of the game's logic is tied to its framerate, which is a big part of why the game feels as good as it does. In order to run at 60, every single moving or animated object has to be recoded to the new framerate. For the most part that's a matter of dividing each number by two, but for some of my very poorly coded objects it wasn't quite so simple. But I did it. I took the time and recoded every single object in the game to run at 60 frames per second, and it feels marvelous. The weight of shame has been lifted from my shoulders, and I can once again recommend that people play LOVE instead of just asking them to please, please, please play LOVE 2: kuso instead. Now there's enough reason to suggest new players to check out LOVE to see what's changed between it and its sequel. Why put in the effort on a SIX YEAR OLD video game? Well, because of y'all. All 118,000+ folks who have LOVE across Steam, Itch.io, Nintendo Switch, and even Ouya. If I have the opportunity to make something better for that many people, I'd be a fool not to. So here's a free update to a game you've had for a while. Maybe you never even played the previous version of the game, and if so, here's a great new game to play. And since I had to go through all this effort, I also cleaned up a lot of the other parts of the game, and fixed bugs that have been bugging me since 2014. Changes: The game runs at a full 60fps now. No, I won't be supporting 120fps. The game's also been ported to Linux / SteamOS. All objects now update and function at 60fps. [strike] The game has moved to Game Maker Studio 2's YYC compiler instead of the VM one, which should result in better performance.[/strike] Edit: YYC broke so many things for so many people, moving back to VM. Coyote Frames have been added as a quality of life improvement. This gives the player five additional frames (One-twelfth of a second) after walking off a platform to hit the jump button. Your checkpoint can die now, so don't leave it sitting under some acid or on a disappearing platform Bouncers now affect your momentum whether you have already jumped or are falling, and you can't accidentally make yourself fly downward. Removed a bug where a player could keep their vertical position as long as they let go of the jump button every frame forever. The scoring system has been completely revamped and is now much more clear. Due to the reworking of the physics, the leaderboards have been completely reset. One of the bonus levels was removed. Three bonus stages (demakes) from kuso have been added Leaderboards for the three kuso stages have been added The options menu has been completely replaced with a far more functional one. You can adjust audio levels, and screen scaling. I still have some small updates in mind for LOVE, but for now my focus is elsewhere: LOVE 3 has begun development. In the meantime, check out LOVE 2: kuso, and my other title Pulstario. They could use your appreciation. From the bottom of my heart, thank you for your years of support. If you wanna talk with me, reach out via Twitter (@thatsmytrunks) or e-mail me at fred.t.wood at gmail dot com. We've also got a Discord where we talk about all sorts of stuff, so come join us. I hope to keep making games that you enjoy playing.
Gosh, this is the tiniest update, but it's a good one. Patch Notes When playing a level in Level Select mode, selecting "Leaderboards" will now take you to the Leaderboards for that specific level Pressing Back on the Options Menu will now properly return you to the Main Menu Fixed a small issue with navigation in the Level Select menu Also kuso turned one year old today! I've got a lot of exciting news around it, so check that out here: https://steamcommunity.com/games/578930/announcements/detail/1703944765524295744
Dusts off keyboard Oh, hey. Hi. It's Fred. It's been a while. I imagine you might be surprised when you see that a game is updating in your Steam library, only to find that it's the 2014 release, LOVE. Didn't I say I was done supporting this game? Turns out that might've been a tiny fib. Let me get this exciting announcement out there first:
Headline: LOVE Announcement: There is more LOVE on Steam now with the release of kuso, a brand new full-length sequel. If you've enjoyed your time with LOVE, I encourage you to pick up kuso, as it's an improvement in every way from the original. I've learned so much since 2014, and I've implemented all the changes and fixes that I was never able to with LOVE. First and foremost, a move to 60 frames per second. LOVE was coded from the outset around a 30fps lock, which was a mistake I've regretted for a long time. kuso is a game that runs at a smooth framerate allowing for much faster response time, more fluid animation, and a better game feel overall. Second, level design. Every level in kuso was hand crafted with a focus on creating fair challenges. All 25 levels will test your platforming abilities. When you die, it'll be your fault. Third, quality of life. LOVE is very unpolished in terms of UI and ease of use. Fortunately, we've taken a dozen passes at making kuso a polished product that you'd expect from a sequel. There are things we didn't change, though. It's still the same three color rule aesthetic, we've got a brand new soundtrack that's still composed by the brilliant James Bennett, we've got dedicated speedrun boards that now track the frame instead of the second for incredibly accurate competition, and if you so desire, you can even use the original running animation from LOVE instead of the fantastic new animation set from Paul Veer of Nuclear Throne and Sonic Mania. I hope you'll pick up kuso and continue to support the development of good, challenging games.
Headline: LOVE Announcement: There is more LOVE on Steam now with the release of kuso, a brand new full-length sequel. If you've enjoyed your time with LOVE, I encourage you to pick up kuso, as it's an improvement in every way from the original. I've learned so much since 2014, and I've implemented all the changes and fixes that I was never able to with LOVE. First and foremost, a move to 60 frames per second. LOVE was coded from the outset around a 30fps lock, which was a mistake I've regretted for a long time. kuso is a game that runs at a smooth framerate allowing for much faster response time, more fluid animation, and a better game feel overall. Second, level design. Every level in kuso was hand crafted with a focus on creating fair challenges. All 25 levels will test your platforming abilities. When you die, it'll be your fault. Third, quality of life. LOVE is very unpolished in terms of UI and ease of use. Fortunately, we've taken a dozen passes at making kuso a polished product that you'd expect from a sequel. There are things we didn't change, though. It's still the same three color rule aesthetic, we've got a brand new soundtrack that's still composed by the brilliant James Bennett, we've got dedicated speedrun boards that now track the frame instead of the second for incredibly accurate competition, and if you so desire, you can even use the original running animation from LOVE instead of the fantastic new animation set from Paul Veer of Nuclear Throne and Sonic Mania. I hope you'll pick up kuso and continue to support the development of good, challenging games.
Hey folks, I've been hard at work on kuso since November 2016, and I'm pretty proud of the progress I've made. Players at tradeshows have been very warm towards it, and I think it's something that fans of the original will really appreciate, and new players will hopefully enjoy too. After watching SGDQ (hype) a good deal, I really began to appreciate the value of a game specific Discord chat. It's a great place for folks who play a game to discuss it, come up with tricks for how best to speedrun a game, and it's an incredibly valuable resource for a developer who's trying to find ways to fix and improve a game. So with that, I give you the official kuso / LOVE Discord Chat. Link: https://discord.gg/jHhX6Np I hope you'll come join, hang out, and discuss these games and other stuff you like with me and other like-minded players. Just make sure to check the #Rules channel first! I should have more news for kuso coming up in the next month or so, and we'll be demoing the game at San Japan in San Antonio, TX (9/1 - 9/3)
Hey folks, I've been hard at work on kuso since November 2016, and I'm pretty proud of the progress I've made. Players at tradeshows have been very warm towards it, and I think it's something that fans of the original will really appreciate, and new players will hopefully enjoy too. After watching SGDQ (hype) a good deal, I really began to appreciate the value of a game specific Discord chat. It's a great place for folks who play a game to discuss it, come up with tricks for how best to speedrun a game, and it's an incredibly valuable resource for a developer who's trying to find ways to fix and improve a game. So with that, I give you the official kuso / LOVE Discord Chat. Link: https://discord.gg/jHhX6Np I hope you'll come join, hang out, and discuss these games and other stuff you like with me and other like-minded players. Just make sure to check the #Rules channel first! I should have more news for kuso coming up in the next month or so, and we'll be demoing the game at San Japan in San Antonio, TX (9/1 - 9/3)
I'm excited to share some great news: the sequel to LOVE, which I am affectionately naming kuso. I have a lot to say about the game, and you can read some of that in the announcement on the game's page, but more important than words are actions: You can go download the demo for kuso right now for free. I think that fans of LOVE will find kuso to be everything you'd want a sequel of LOVE to be, and I'm excited to be making video games again. Also I've pushed an update for LOVE (Update #13) that has some minor quality of life fixes. Control Improvements in Menus Moved the Suicide Button to D Improved Spawn Point Placement while playing with Joystick Changed the way Screenshots work internally. Fixed Small, mostly imperceptible bugs Removed one row of pixels from the lower ceiling in Level 9 because I've always hated it and it deserves to be gone. Thank you so much for your support, you high scores, and your feedback for the last couple of years. I hope to make you proud with kuso.
Hey, Fred here with another small update. Here's the notes: New Bonus Level, 1-1 1-1 added to Level Select Retry Button on Game Over / Results Screen Clarified hazards in Level 1 (and added sounds!) Added directional hazards to Level 2 Level 16 bullets fire 3.3 times per second instead of 5 times per second Misc Fixes 1-1 is only a fun little side thing I did in a Sunday afternoon, but hopefully you'll enjoy it. You can access it from the Level Select menu under "Bonus Levels". The other level hazard modifications address the only things I've ever considered "unfair" in the game, and I hope that'll sate new players' rage when they give it their first go. If you'd like to get in touch with me, Twitter's a great way, so feel free to follow me at @thatsmytrunks. Have a great day, and enjoy!
Hey, Fred Wood here. I hope you're all enjoying LOVE, getting achievements, and setting speedrun records. I've had a number of requests for merchandise of different kinds, so I've got a couple of updates on that front:
LOVE Soundtrack
The Soundtrack for LOVE is now available in the highest quality we could muster, with the full versions of every track found in the game. I've combed through various files sent to me by James since about 2006, and I think that this really is the ultimate collection of the LOVE Soundtrack.
As a bonus, there's a Side B Collection that comes free with the soundtrack that includes a bunch of, well, B-Sides that have been used in different LOVE builds, and an alternate cut of one of the LOVE tracks.
LOVE Decals (from FredsDecals.com)
I've started a side business (because I'm a big fan of being busy all the time) of creating high quality custom-cut decals! While working with the fine folks at Vlambeer on their decals, I decided to make a couple of my own, so you can find the LOVE Logo or the LOVE Player decals at my site.
And in other news, I've been able to get LOVE up and running on Mac AND Linux, though I'm running into trouble with actually distributing the game. I haven't figured out how to deploy the game properly to Steam from the respective platforms, and I don't have a dedicated Linux box (yet). I know that there are many players who want to be able to play LOVE on their Macbooks and otherwise, so I want to get this working, and I want to make it available to you.
Thanks for all of your support, and if you find yourself needing some people talking in your ear I've got a couple of suggestions for ya:
The Bancast - TheBancast.com
The Lone Stars Podcast - LoneStarsPodcast.com
Both are shows I work on, and I'd love it if you'd give them a try.
Thanks for your time, and I love you all very much.
Just pushed through another minor patch. There's been an outcry about the difficulty of the Gotta Go Fast achievement, so I've increased the time from 10 minutes to 12 minutes. Also, I've dug through old archived folders and found some slightly higher quality source audio for the game, so you might notice that James' gorgeous tones are the slightest bit cleaner and sweeter.
So actual patch notes:
Hey everyone, this is a really minor update, but it fixes two key things.
Love has been on Steam for 365 days, and what better way to celebrate than to release a sizable update?
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