





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
Hey Giorgios and Felicies! We've rolled out some highly requested updates for our game on Steam: Steam Deck Support: Now fully optimized to be pixel-perfect and fill the entire Steam Deck screen for an immersive experience. Quality-of-Life Improvement: Sometimes, you don't have time to finish a whole run. Now, if you're in a rush and need to quit the game, you can pick up from the last level you were playing the next time you boot up Falling Out. No more losing your progress! Thanks for your continued support and happy gaming!
Join us in celebrating Firestoke's very first Publisher Sale on Steam with some scorching (sorry, we couldn't resist) discounts of up to 67%! This event features our entire catalogue including newly released gems like Hauntii. Whether you're into beautiful adventures, strategic tower defense, or fast-paced platforming, we've got you covered. In addition to the games themselves, we're offering discounts on DLCs and Soundtracks, so you can enhance your gaming experience even further! Joy Spark - Initiated! Featured Games on Sale: Hauntii A beguiling adventure where you uncover the secrets of an expansive and mysterious world, haunting both the environment and its denizens to craft ingenious solutions to the many challenges that await. It's Only Money The mayor of Rockhaven threw you down a hole into the Undercity. Why? Net worth too low. In this 1-4 player low-life simulation, emerge to the surface to steal from the rich, fight tycoons and reclaim the city block by block. Buy houses, businesses and whatever your materialistic heart desires! Bish Bash Bots Immerse yourself in a unique mix of casual tower defense strategy and all-out brawling action. Team up in couch co-op / online play or go it alone and fight to save the world by building upgradable turrets, unlocking gadgets, and bashing bots with giant hammers. Falling Out Experience a light-hearted roguelite platformer where you take control of an oddball couple on a holiday from hell. Work together as you navigate randomly generated temples, dodging traps, slaying enemies, and crafting weapons in an attempt to escape before the temple floods. Planet Cube: Edge Get ready for high-speed adventuring set in a hand-crafted pixel art world, filled with precision platforming and thrills. Planet Cube is being invaded, and it's up to you to run, gun, jump, and dash your way through an underwater science complex, collecting firepower to turn the tables on a mysterious aggressor.
We released another patch yesterday with a few fixes.
We are introducing a simpler Solo mode, where you don't have to protect or carry your partner. It's just you and danger! Don't forget you can customize a game to make it easier/harder to your liking too! Just go to Custom Game in any mode. [hr][/hr] Full release notes
There's been a few fixes and tweaks in this patch. See full patch notes below: [hr][/hr] Full patch notes:
Another week, another patch. After last week's fixes for stomping on enemies and also adding of auto-aim, this we added a Custom Game menu in Solo too. Besides selecting items to have in your inventory when starting a Custom Game run, you can now also tweak the flood time (including turning it off), infinite credits and also turning on random level modifiers. Well, the latter is more to add some chaos if you're so inclined. :) Of course when doing a custom game, posting score to leaderboards and achievements will be disabled. [hr][/hr] Full patch notes:
For those considering getting "Falling Out", we have once again made the demo available to play! We are celebrating being part of the IndieCade event and are excited to be featured alongside many great indie games. To kick things off, we will be doing a livestream so you can take a quick look! If you miss it, we are also doing rebroadcasts for the rest of the event.
We have been listening and we noticed that some of you were getting frustrating on two things 1) Stomping on enemies sometimes would get you hurt (especially if you took the enemy from the side) 2) Aiming a throw when an enemy is close by is difficult to master. So we fixed the stomping - should be much more forgiving now. And we added Auto-aiming in the Tourist (Easy mode), where when an enemy is close by, the thrown object/partner is aimed at the enemy. Don't worry, you can still turn it off from Settings->Controls if you prefer timing your throws. [hr][/hr] Full Release Notes
From the 25th of October to 1st of November, we will be activating our in-game event called Halloween Run. So with a new game mode, more weapons and additional ways to brag high scores, there has never been a better time to take this oddball couple for a spin. New Game Mode Play our new mode called Halloween Run, where for a limited time (during Steam Scream Fest), you will find a slightly more challenging run with a twist. You have to kill enemies to survive, and each kill replenishes your health which reduces over time. Weapons Galore Dont let progress get in the way of obtaining some of the most outlandish weapons in Falling Out. In this new game mode, players will discover more weapons in Pumpkin Crates (obviously), providing access to some of the finest arsenal these tombs offer. Scream Fest Leaderboard This exclusive leaderboard will be available throughout Screamfest, and well be providing shout-outs to some of the finest players via our socials throughout the festival.
We are proud to be part of the Dreamhack Beyond event and in celebration, are extending our launch discount of 20% until Wednesday at 23:59 Local! In addition, we are also live-streaming with the developer so do swing by and have a look!
We received some suggestions which we took on board. Also we fixed some stuff which were reported on our discord or from the automated crash logs that we received.
We are delighted to announce the release of our first title, Falling Out, which supports 11 languages and is available worldwide. [previewyoutube=M4IjJu95CE4;full][/previewyoutube] FALLING OUT is a frantic 2D platform roguelite title in which you take control of oddball couple Giorgio and Felicie on the holiday from hell. Navigate randomly generated ancient temples while finding treasures, dodging traps, slaying enemies, and crafting weapons. On your adventure youll run into the equally lost, but rather helpful, shopkeeper, Azar and extremely frightening end-of-world bosses! Not only is FALLING OUT our first game it is also the first release from talented indie developer PolyCrunch Games. Weve had a lot of fun working with Neville Attard, the one man machine behind PolyCrunch, and are delighted to have been able to support his dream of releasing FALLING OUT to a huge worldwide audience. This first release has involved the talent and hard work of a small but dedicated team across development, marketing, porting, localisation, quality assurance, compliance, certification and many other areas. Well share more about what it takes to create a game, support multiple languages and simultaneously launch it on four platforms in a future blog, but for now, please download and enjoy FALLING OUT whilst the launch discount is available! Key Features:
Thanks to everyone for playing the demo and providing some great feedback! We want to make sure players have the best possible experience so we've made some updates/fixes to the current build. As always, we'd appreciate any and all feedback - good or bad - we can take it :) # Added - New Egypt Level 3 and 4 audio tracks - Updated texts with new layout and also texts from writer - Added Confirmation for Exit from main menu - Added confirmation before exiting to main main from Pause menu - Switch keyprompts to keyboard, if using keyboard. - Restart option on gameover and don't have any other credits left. Also Game Over is displayed immediately now and not having to press continue. - The Pause menu now displays a Quick Restart option (when playing a generated level), and it will get you back to the map and lose one continue. - Added a flash on the heart container when consuming it, to attract a bit attention. - Added random dark level node into map. Also added updated icons for info. - Show vault opening when putting stuff in it - Hand animation for shop stand. - Added a bg for notifications # Modified - Do not create special rooms in first level of a world. JPP-32 - Update map background and moved merchant to the side. - Performance improvements - Quicker bg fade for simple dialogs - Made piggy bank UI consistent. - Added buttons to simple dialogs with keys help incorporated. - Take input on dialogs when they are still coming down. - Allow clicks in level selector while transition is not 100% complete as it was annoying to wait for it to complete. - Tweaks to map UI, include nodes, colors, speech bubble, and hearts alignments. - Tweaks to workbench dialog - Order shop craftables near each other according to level (and not price). Also grappling guns are all under Equipment now, even though 2 of them can be used as weapons. - Updated Blueprints icons - Minor tweaks for Stealing. Using green instead of orange ring. Tweaked the rings and added some leeway when stealing. Also Snatch It keyhelp is now using the same in-game key prompt style. - Tweaked merchant speech bubble in level selector - Grouping for items in Vault dialog # Fixes - Fix for crash when trying to access inventory from map - Tentative fix for crash in arrow dashes. #PP-4M - Tentative fix for crash when using something from inventory and since you use it, it returns nothing. #PP-5H - If we don't handle an item, we should output the sprite name to better understand what caused it. Related with #PP-57 - Tentative fix when trying to create an invalid dimension surface where zoom would be a non-sense value. #PP-55 - Fix for switching just after doing a whistle and new NPC keeps running. - Fix for merchant jokes last line being said double. - Should not be able to put piggy bank in inventory! - Minor tweak to remove from inventory pos since checking for extra glow stick wasn't being checked properly now that we have an inventory for the friend too. - Fix when merchant reminds about 10% cut of piggy bank, to use a speech bubble and wait for player to read. - Allow replay only in levels and boss rooms. Avoids crash in intro/tutorial scenes if trying to activate replay. - Fix for getting hurt and coins fly out when being pulled by grappling gun and colliding with a wall at a certain speed. - Fix for direction keys not handled for character/color select - Don't draw menu key prompts when there's a simple message dialog. - Round off coordinates when drawing keys as they would clip any subpixels on the gui layer. - Fix for sub-pixel camera view movement, causing weird glitches especially when rendering text in-game (not on gui) - Fix for grappling gun hurting own player - Fix for small text, to use only 4 way offset nudge stroke (instead of 9 way) - Do not allow pause menu during bootstrap.
In celebration of being part of the amazing DreamHack Beyond event, the creator, Neville, has sat down with his kids (who - honestly - have all the best game ideas including this one!) to show you one of the hilarious features in FALLING OUT. VS Mode!
Create total chaos with bananas, frying pans, landmines, boomerangs and anything that comes to hand in order to steal your opponent's loot. Just remember to protect your partner at all times!
Our streams are scheduled for 1 hour at the following times:
Friday 3rd @ 12pm CET
Saturday 4th @ 1pm CET
Sunday 5th @ 12pm CET
It's a special day over here at Firestoke and PolyCrunch Games - we've just officially announced our game, FALLING OUT! An action-packed roguelite where you take control of an oddball couple who are on a vacation from hell. We haven't just announced the game officially, we've also dropped an all-new STEAM demo for everyone to enjoy. To celebrate ALL of this, we prised the developer, Neville, away from his desk to take the DEMO for a spin to show you what it's all about. Actually...he just ended up staying at his desk. Why just watch, we'd love for you to play it and let us know what you think!
[previewyoutube=C2btpROrg9s;full][/previewyoutube] It's been a while since my last update, but I've been busy finishing stuff, killing bugs and going through several BORING publisher agreements, most of them with a lot of black holes or involving signing with your blood! But hope is not all lost! Anyways, I've added some cool craftables, so now besides the bow&arrow, slingshot and boomerang you can also craft jetpacks, grappling guns and banana guns. Jetpacks are a lot of fun, but be careful not to overheat them. Also don't throw them maybe? as they are highly unstable! Grappling guns can get you to high places fast. At later levels you can hit enemies or your multiplayer opponent with its hook too! Banana Guns are just crazy fun, especially in multiplayer. The Merchant will now also start giving you more sidequests to collect stuff for him for his weird plans? Collect random stuff for him and get cool rewards like gems, healing potions, speed potions, invisibility cloaks, a cursed head or a lucky charm. Just don't break the lucky charm or you'll get cursed and start finding only poop in the crates! If you're going to break it, at least break it on your multiplayer opponent! If you find the rubber glove, you can now also carry and throw dead enemy bodies. Comes especially handy for those merchant quests where he needs specimens of some creatures. I added a new Multiplayer mode - Capture the Friend. It's an extremely fast and merciless game mode. Both players start from the exit while their friend is at the entrance. Whoever exits the level with their friend first wins. It's sort of like capture the flag? but...with...friends? Don't know, sounded funny when naming it! There's now a sort of Cheat menu where you can select all the items you want to start with, but if you use it then the scores will not be submitted. And achievements are not checked. Added vibrations to the gamepad so now you get a massage while playing the game too And you can also redefine gamepad keys now. One last thing... you can be sneaky in multiplayer matches, and fart near a health potion. It becomes poisoned and health will start decreasing whoever drinks it. Full Release Notes:
Crafting is here. It gives that extra layer to the game which was missing. So how does it work? - First you need to decode blueprints which you find on murals. Your partner can help with that. - When choosing between levels, choose your path on the map carefully to get to the blueprints you want to get. - Besides having the blueprints you also need to collect scraps that you find in the crates. - Once you have all the required materials you can craft the weapons on a workbench that you can sometimes find in a level. - There 3 weapons to craft for now, each with 4 levels for you to discover. More weapons will be coming soon including a jet pack, claw shot and more. In this build there's the boomerang and two ranged weapons (slingshot and bow & arrow) [previewyoutube=m7d6gTtoKIU;full][/previewyoutube]
Weapon Crafting is soon coming to Pyramid Plunge. Here's a quick preview. [previewyoutube=m7d6gTtoKIU;full][/previewyoutube] It's been on my task list for a while and finally work started on it. Will be in this week's build after doing a proper round of QA. So how does it work? As you can see in the video, you have to 1) Find scraps in crates. These are just collectibles and to keep it simple cannot be thrown or dropped. 2) When completing a level, decide where to go in the pyramid, according to what weapon you think will help you most. The map will show you where you will find the blueprints for weapons. When completing a level you can also go back and choose another if you wish to collect all blueprints. 3) Get your partner to decode murals found in the pyramids to get the blueprints for the weapons. Each weapon will have 4 levels. On each new weapon level, the weapon will have some better stats or ability. E.g. The boomerang Level 1 will return only once, Level 2 will return twice and will take more hits against a wall to get broken, Level 3 will cause 2 damage points to the enemies, and so on. 4) Once you have all the required scraps to build a weapon out of a blueprint that you have, you then find a workbench to actually craft the weapon. In the first update there will be 3 weapons including two ranged weapons
In this update, the odd couple Giorgio and Felicie find themselves teleported to the frozen scapes of Alaska. They will encounter crazy penguins, savage polar bears and the adorable Freezies. Here's an awesome chase by a polar bear: [previewyoutube=OSmHLG1OBuY;full]https://youtu.be/OSmHLG1OBuY[/previewyoutube]
Game Carnival is a virtual event for game developers to meet business partners but also for the general public. It is free to attend.
On Wednesday (5/12), the general public can attend Game Carnival. I will be there from 11:30AM EST onwards. You can find my booth near the big turtle!
So this update is mostly about fixing some crashes that some users and streamers reported manually. But besides fixing stuff I wanted to make it easier to get crash reports. So now the game will show you something like this:
Players can type steps how to reproduce. And it will automatically send the last 30 second of replay data, all anonymously of course.
I also added Steam Cloud for the settings/progression file, so you can continue seamlessly between devices.
Full Release Notes for v0.9.4
Localizor.com is an awesome tool where volunteers can help with localizing indie games. They got points for helping out, which they can then exchange for Steam games.
If you want to volunteer (and get a Steam key!) in translating the Pyramid Plunge in your language, just head over to Localizor.com. To get the Steam key just join the game's Discord and talk to Nev (me) :)
There's around 600 keys to be translated, most are just a couple of words.
If you would like the game to be translated in your language and is not currently listed, just let me know and I'll see if I can add it.
I will also be putting Pyramid Plunge as a reward on Localizor.com when I'm closer to launch.
I wanted the tutorial to feel more like a complete level. So I made a short level by first exporting a generated level. I kept tweaking it to keep it simple, keeping in mind what things I want the player to learn first. I also improved murals that match more the style, showing what the player has to do next. I think it's MUCH better now.
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Finally found some time to improve the introduction. I still wanted to keep it very light. So the story begins by Giorgio and Felicie entering a wrong chamber in a pyramid. As Giorgio jumps down a platform, a rock falls on an ancient sarcophagus and cracks it open. A eery ghost of an ancient evil Pharaoh comes out and wants to rule the world with his evil friends from other kingdoms. Will Giorgio and Felicie manage to exit the cursed Pyramid alive? [previewyoutube=nJa7x_GCewU;full][/previewyoutube] [hr][/hr]
You can now boost up your friend for high to reach places. She will then drop the rope for you to climb up. If you're playing as Felicie, Giorgio throws you up. This comes in very handy in those rare occasions where you cannot reach up higher places with a wall ride. [previewyoutube=zmQ5dDNzNzY;full][/previewyoutube] [hr][/hr]
I always admired the Disney animators of old. And especially loved how Aladdin's merchant's shop opened up in the opening seen of Aladdin.
After studying it a bit, I made my version of the opening merchant stand.
I think it came pretty good, given that I'm no professional animator.
[previewyoutube=Z2ycv-otE1U;full][/previewyoutube]
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This yellow fruit is very versatile! You place them for enemies to slip on them. Just be careful you don't slip on them yourself! You can also stomp on them to fire a banana projectile too. Or you can just throw them. But where they really shine is in VS multiplayer mode, where you can drop them when your opponent is chasing you. You can roflol to your heart's content when you see them slip behind you. My kids love to place them near the exit for me! [previewyoutube=VuCuBeLvwMs;full][/previewyoutube] [hr][/hr]
I wanted to add some side quests which should add some interesting scenarios when playing Pyramid Plunge. We're started with the first quest where the merchant will randomly let you know about an idol to get it for him. He doesn't tell you it's cursed though! One of the special rooms will contain a cage with an idol inside it. First you have to unlock it by placing objects on the switches. Then you have to swap it with something else (like Indian Jones handles these kinda jobs).
If you just steal it without replacing it with something else, it triggers the flood and the cursed idol will start spewing blood like crazy!
[previewyoutube=qBkddrQHr90;full][/previewyoutube]
[previewyoutube=jPXD_SZoTwU;full][/previewyoutube]
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It always felt kinda weird that she wouldn't react if you throw her against a wall or throw something at her, by mistake. So now it makes perfect sense that she'll slap you hard! You'll be dizzy for a few moments, but you'll get over it. [previewyoutube=7JcOSydvLlI;full][/previewyoutube] [hr][/hr]
The level generation algorithm, up to build v0.9, was the same I had in the very early prototypes. They've still been fun, but when playing it every day with my kids, we were easily recognizing some of the templates. They weren't random enough. I wanted to make them more diverse in terms of layouts. So I added the following to make the levels feel more diverse: - Randomly flip templates horizontally - Added support for random blocks of 5x3 inside room templates - Redesigned the room templates - Special rooms. these are occasionally placed which have some deviously laid out traps. You can also create your own in the room templates text files. There is one for each world (however for the time being they are all the same... will be changing them soon for each world). They definitely feel more diverse now. [hr][/hr]
These are the mothers of the annoying Freezies in the Alaska world. They hurt you when getting stuck to you. They also shoot snowballs at you. And when you hit them they also split into 3 smaller Freezies. I would just run away when I see one up close! [previewyoutube=1qYE-lN9OrE;full][/previewyoutube] [hr][/hr]
I always thought it would be funny to have a frying pan as a weapon. To make Felicie more powerful, you can only use as a weapon, like Rapunzel, when you're playing as Felicie. If you're playing VS, you can use it to rebound any objects thrown at you! If you're playing with Giorgio, he will throw the frying pan, which still does some pretty good damage. [previewyoutube=2VBH4H4qS9A;full][/previewyoutube] [hr][/hr]
The Mayan Boss has been added to the Mayan World. This boss is much more difficult than the Egypt Boss. First off, you have to get your partner to safety. Then you need to avoid getting stung by the bees he spews out from his mouth. He is quite agile, unlike the Egypt Boss. He can also throw his sword at you. Well ... actually, he throws his hand, with the sword and all! [previewyoutube=KHpKzyDRWvA;full][/previewyoutube] [hr][/hr]
I added a cute (but annoying) little bat in the Mayan world. This replaces the temporary spider I was using from the Egypt world. If you disrupt his sleep he comes attacking you. If you get out of sight, he goes back to sleep... upside down of course. [previewyoutube=gWYMij4oInw;full][/previewyoutube] [hr][/hr]
There was something about the logo I had done for Pyramid Plunge which didn't look professional enough, but I could not nail it down. It was time to engage with a professional logo designer to get that professional look for the logo.
The old logo was done by me, inspired from Duck Tales/Indiana Jones:
I upgraded it a bit when I commissioned the poster, but still it wasn't there:
The new one feels more modern and is very readable! I love it. (Someday it will be on Switch too :) )
Thanks to Alvaro Carreras for the logo design and to Samuel Suarez for the poster.
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In this update I introduce to you the little buggers - the Freezies. They are cute little ice balls that want to hug you. Don't keep them long on you though, as they will start freezing you slowly. Your lives will start turning blue, and if they all become blue you become frozen. The more Freezies you are carrying, the slower you move too. And the only way to get them off, is to shake them off by jumping from a great height.
I also started working on the new ice world to host the Freezies and other enemies. It's already looking great with the ice platforms reacting to the light, snow particles, more slippery platforms, distorted reflection in the background... but it's still a work in progress and far from finished. New enemies and more tiles variety will be added soon. Here are some concepts from Samuel Suarez that I will be turning into the enemies for the ice world in the coming update(s).
This update is only available in the Early Access version and not in the demo. On Steam this will be available in March. So make sure to add to your wishlist ;)
In this update, I focused on making the humanoid enemies (like the Mummies and Mayan Guards) appear more intelligent. So now humanoid enemies will hear nearby sounds and start searching for you. The Mayan Guards which appear in the 2nd world will definitely be more challenging. If they spot you, they will also chase you and jump across platforms. But obviously they don't have your dexterity. Even if they see another guard chasing you, they will accompany him. The Mayan Guards now can throw their spear at you if they see you running away from them. They can also pick it up if they find it in their path. Of course you can also pick up the spear and use it against them. Besides chasing enemies I also had some fun making the explosions look better. Explosions are fun to do and now there are 8 layers which you can see if you slow down the video. - white flash of 1 frame - star flash which rotates and scales down slightly - objects shooting off from the center spewing out dust clouds - objects shooting off from the center spewing out pixel particles that bounce around the level - bright hot gas particles at the center of explosion - sparks with trails - sparks with intermittent trail - cloud particles going up after the explosion On their own they don't look particularly fancy, but when you combine them, the explosion effect looks pretty cool now. [previewyoutube=kIF6r-pt4Mk;full][/previewyoutube]
In this update you have a new weapon that you can find in crates or buy from the merchant. The Boomerang:
[previewyoutube=nCG18wm-lbA;full][/previewyoutube]
Be careful when it's coming back. If you don't catch it in time, it can hit you.
Also now you can send feedback from within the game. While in a level, just press F8 and you can enter your feedback. The last 30seconds of replay data will be sent (typically less than 200k). Your feedback and replay will be sent to Pyramid Plunge's server, which will then notify me via email. I can then check out your replay to better understand your feedback. If you provide a correct email address I will be able to reply to you.
This update changes a bit how you process your death :). You now get to choose which path to take down the pyramid. And like in the old arcade games you have 3 credits (chances) to use when you die. You can choose another path. Or go back to the same level to take your sweet revenge, and also collect your dropped loot and items! [previewyoutube=RzYZzu9WkWw;full][/previewyoutube]
I'm super excited to release this build. Also as from this build I will be adding some videos showing the major features in the release.
I really miss that retro CRT feel, where the sub pixels of the CRT blend together in a way that can never reproduced by the new flat screens. I've always wanted to experiment with a pixel shader to make the feel of the game look more retro. And I found a couple of cool shaders on shadertoy that emulate the CRT retro feel. I think the game looks better, although by default it is turned off. For one thing it could be your video card might not support the shader, and secondly not all players like the CRT feel. There are two versions that you can select from, v1 and v2. I prefer v2 as it simulates even an animated subtle Moir effect. The bloom effect gives it another touch. You can tweak the shaders to your liking as each shader has it's own settings. Check out the video of the shader in action. Make sure to switch to full screen to see the effect, but even better, you should just play the demo if you haven't already :) [previewyoutube=sXpHLQkXN64;full][/previewyoutube] Since I revamped the menu system, now it's super easy for me to add another menu. And it's been a while since I wanted to allow players to customize the multiplayer. Two things that often propped up during multiplayer playtests were the following:
We have finally released the update for the beta and demo where you can play as Felicie too. Giorgio is too fat to be carried! So she pulls him from his ear haha. She's more nimble than Giorgio and so you might find her a bit more challenging to control. But once you get used to her movement, you will be zapping faster through the levels (of course if you're not dragging Giorgio by his ear). Ah yes, she doesn't fart too, because you know... she's refined :)
Felicie coming soon! IndieX2020 showcase is coming early November and I'm trying to finish the sprites for controlling Felicie in time for the demo. I think controlling Felicie will be even more hilarious, pulling Giorgio's ear and throwing him around. Here's a sneak peak: [previewyoutube=R72oxhN0csQ;full][/previewyoutube]
Join us for a session where I get play with the toughest opponents of Pyramid Plunge - my kids!
Pyramid Plunge is a lighthearted action platformer with procedurally generated levels that offer a challenging experience every time you play. Take control of an odd cartoony couple and protect your partner from peril. Have complete freedom while you explore the fully-destructible pyramids of ancient civilizations filled with deadly creatures, booby traps and immense treasure. Be fast or slow, greedy or cautious, safe or reckless... it's all about fine balance between risk and reward!
I will be going through the basics of how to play the game, in single player and also multiplayer.
I've been very busy to get the demo out ready for Steam's October Festival. I was quite astonished when preparing the release notes how much items were in the list.
Thanks for all the bugs reported by the community on the Discord server.
And I also did this animation :)
Here's the full Release Notes for v0.6.2 (which includes the demo build)
Just come and watch me getting p0wned by my own kids. We'll have some fun going through some pyramids playing multiplayer PvP locally. Feel free to ask me anything in the chat!
I finally added the new graphics for enemies in the Egypt world. I also updated some other Egypt world graphics like the mural and doorway. It's coming together nicely. The Mayan enemies will be next :). Here are the full release notes for this update v0.6.1:
I will be playing Pyramid Plunge with my kids local multiplayer. It has become pretty hard to actually win a match with them. Come join us to watch the hilarious battles the ensue with throwing of stones, vases and crates. You can ask me anything during the session too.
I've been working on the sprites for the last 3 weeks or so, using the concepts from Samuel Suarez. Apparently I had to redo over 400 sprites! WOW. But it was worth it. The new characters are more lovable. Hope you like them too. Pyramid of the Day was tweaked as well. The time bonus was giving too much points. Also I added a 1000 bonus points if you get any of the following perfect:
Thanks to Jimmy for reporting the Customize Keys bug. There was another worrying bug reported by FH. Game was running slow after tutorial. Here's a tentative fix after bouncing some builds with him.
A beta tester rightly spotted that some text was off. Well now it's fixed :) Thanks to Dave who reported it.
So now we have all translations in place for French, Italian, German, Spanish, Portuguese, Russian, Chinese and Japanese. All still require further QA which I will be doing in the coming weeks. If you spot any errors in the translations, let me know. Here are the release notes for v0.5.7: Added * Spanish translations (needs testing from community) Fixed * bug in Merchant greetings and thank-yous text Modified * Tweaked tutorial to show that you have to throw the crate. The above fixes and modifications were reported by the community on Discord. Also a couple of guys from the community have volunteered to translate the game to Polish. Once that's done, I will integrate it too. Thanks for the feedback... keep'em coming!
Here's what you need to do: * Add to Wishlist, * Sign up at pyramidplunge.com, * and Join our community on Discord. You will then receive a free Steam beta key. But HURRY UP! The keys are limited!
So this week Pyramid Plunge has been listed on alphabetagamer and that has caused quite a big surge on Discord. There's over 60 users now on the channel which is awesome!
As soon as I saw those players coming in, I decided to pause on everything, and add something to Discord to make hopefully make it more interesting to the players.
The game already had leaderboards for each difficulty of the single player (Tourists = Beginner, Returning Visitor = Medium, Badass = Hard). There's also the leaderboard for Pyramid of the Day (which resets every 24 hours). And I thought ... "wouldn't it be cool if the player got some kind of recognition in Discord when they top the leaderboards?". So that is what I focused on this week.
I created a bot (which I called Giorgio :) ), and through it you can query the current leaderboard status directly from Discord. Moreover, the bot will check if those in the top 10 should be given a title. So they would be shown under Tourists, Returning Visitor or Badass according to the difficulty they played in.
In the case of Pyramid of the Day, only the first one will be recognized and highlighted in Discord as Pharaoh of the Day, and a crown will also be placed near his username. Of course this only lasts for one day :)
There are instructions in this new build how to link your discord in order for your scores to be recognized by the discord bot.
To get your free beta, sign up on https://pyramidplunge.com
Hi potential Pyramid Plungers! :) We'll be releasing a build every 2 weeks. To better organize the tasks I'll be using Trello so you have visibility of what I'm working on. You can follow the development progress on the public trello board. There you can vote on the cards that you want to be implemented sooner. The ToDo list will have the tasks I'm planning to do next. You can vote on those so I prioritize their implementation. Join our Discord server to join the community. You can also ask the developer any questions there.
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