Frogun Encore is OUT now! These two years of development have come to this moment, and I hope you all enjoy this sequel as much as the first game, or more!
[previewyoutube=536u3zuKOU8;full][/previewyoutube]
Remember leaving a review if you liked it, as that's what helps indie devs the most!
https://store.steampowered.com/app/2312160/Frogun_Encore/?utm_source=RevealMlg
As always, thank you so much for your support, and I hope you have fun!
This is not a drill: Frogun Encore is coming out in 24 hours!
Tomorrow starts a new adventure for Renata, Jake, Hatter, and of course, Frogun and Snatch!
A whole bunch of new levels and bosses that you can tackle using new, faster moves, and with the help of a friend in couch co-op!
We tried our best to improve in this game in every area that the feedback to the original Frogun mentioned, and I can't wait for you to try it!
If you want to be notified as soon as it goes out, make sure to add it to your wishlist! Also remember to leave a nice review if you like it, I'm really looking forward to reading them!
https://store.steampowered.com/app/2312160/Frogun_Encore/?utm_source=RevealMlg
Frogun Encore is coming out in 48 hours, that means TWO DAYS! Thank you everyone for joining Renata in the new adventure!
If you want to be notified as soon as it goes out, make sure to add it to your wishlist!
https://store.steampowered.com/app/2312160/Frogun_Encore/?utm_source=RevealMlg
Only 72 hours left to Encore your Frogun!
If you want to be notified as soon as it goes out, make sure to add it to your wishlist!
https://store.steampowered.com/app/2312160/Frogun_Encore/?utm_source=RevealMlg
Can you believe Frogun is finally getting a sequel in JUST 4 days?
If you want to be notified as soon as it goes out, make sure to add it to your wishlist!
https://store.steampowered.com/app/2312160/Frogun_Encore/?utm_source=RevealMlg
Hello everyone! We come with an announcement we're very happy to make! [previewyoutube=HQLAGXlPuew;full][/previewyoutube] As you just saw: Frogun Encore will release June 25th! As part of this year's Guerilla Collective (and our publisher's showcase within such), we've revealed not only a brand new trailer, but also a RELEASE DATE! https://store.steampowered.com/app/2312160/Frogun_Encore/ In less than a month, you'll be able to go around the world with Renata and Frogun, and all their friends, using new moves and facing new challenges! Thank you for sticking with us during development. I hope you'll enjoy this new adventure! Additionally, you can learn more about the publisher showcase the game is participating in (along with the other games being announced) over Top Hat's publisher page here: https://store.steampowered.com/publisher/tophatstudios
Hello everyone!
Today starts Steam Next Fest, which is an awesome opportunity to test lots of demos of upcoming games. And among them it's Frogun Encore!
Frogun Encore is the sequel to Frogun, which takes place three years after the plot of the original game, and I'd love to tell you a bit more about it today.
While most fly bois are good people now, a group of them, under the leadership of the grumpy General Fluff, have begun a nefarious plan to bring back Beelzebub! And so, Renata, Jake and Hatter, along with Frogun and Snatch, embark on a new adventure around the world to stop them.
So what exactly is different in Encore?
- Gameplay is faster! Renata can run faster and jump higher, the Frogun's tongue reaches further in less time, and there's a few new tricks that you can pull off like jumping off a zipline with a Catapult Jump, or getting an extra bit of height with a Twirl Jump, or even adding a second jump in the air by tossing straight down any item you've grabbed. And all of these moves can be combined!
- A new camera: In Frogun Encore, twisting the camera around is not part of the core gameplay. The new camera, with specific angles to facilitate gameplay, is also a bit further from Renata, giving a good look at your surroundings. It's specially helpfull in...
- Couch Coop! Plug a gamepad and play with a friend who will take control of Jake and Snatch! He's got the same moves as Renata, but playing together can help tackle the same obstacles in different ways. The camera will retract to show both characters at once, and you can revive each other if need be. You can even bounce off each other's head if you don't mind the stomping!
- More chaotic bosses: In the original Frogun, you'd have to evade a whole slow of boss attacks before you could retaliate exactly once. In Frogun Encore, bosses have many more hitpoints, but are almost always open to attack! You just need to keep an eye open for stuff to throw at them, and to not get hit while aiming at the boss!
On top of these changes, you can expect lots of little different mechanics, new enemies, and knowing a bit more about Renata's world! You'll visit various countries this time, instead of keeping to inside Beelzebub's temple. There's tons to discover, and I can't wait for everyone to see it. For now that's it! You can check the demo HERE, and make sure to add Frogun Encore to your wishlist if you want to be notified as soon as it comes out. That also would help a ton! https://store.steampowered.com/app/2312160/Frogun_Encore/ Thank you and have fun!
Hello everyone! I'm really happy to finally be able to tell you about the upcoming game, Frogun Encore!
[previewyoutube=lGocaIO9QvM;full][/previewyoutube]
Frogun Encore was initially going to be just a small add-on to the game, but it's closer to a full sequel with tons of new contents and overhauled mechanics.
https://store.steampowered.com/app/2312160/Frogun_Encore/
Three years have passed since Renata saved her parents (and the world!) from Beelzebub. Since then, it's been a tradition to spend some time at Hatter and Jake's house every summer, camping, hiking and having fun in general. But one day, when they're coming back from a hike on the jungle, they see Jake's town attacked by Fly Bois! It seems there's still some of them loyal to Beelzebub, and under the command of General Fluff, they are scheming to use technology to bring the Lord of the Flies back to this world... So now they have to chase them all over the world to thwart their plan!
New moves, new mechanics
Renata and Jake are now a bit older, and as such, they are more agile and know more tricks! They run a bit faster and jump a bit higher, but also...
They can get a lot of extra height by tossing a grabbed vase or enemy downwards, achieving a big double jump, or they can catapult jump out of a zipline to leap over the wall they latched to. They can even perform a little twirl double jump to get an extra bit of height and more precision on their landing!
All of that in addition to slight changes on how ziplining to a wall works, vertical autoaim, and lots of little improvements to make gameplay faster and less restrictive than in the original Frogun.
A trip around the world
Flying on Hatter's new plane, you'll discover how Renata's world looks beyond the ruins of the Temple of Beelzebub, from its home region of Mosquia to the dry dunes of Sandalia or the thermal lakes of Yushi. You might even run into some old friends, and even buy hats from them instead of from Hatter!
Playing together
Since Jake (and Snatch!) is coming along from the start, a second player can join at any point during a stage!
Bounce off each other heads, race to the end or collaborate to get every bit of treasure along the way and defeat bosses together. It's couch coop like in the old times!
Launching this summer
Development is pretty advanced at this point, and it's been difficult to keep the secret until now, but completely worth it just for being able to tell you the game is coming out very soon, as it's planned to release this summer season!
So, the only thing left to say is THANK YOU! For the support, for the kind words, for the feedback. I really hope you like what Encore brings and that you can enjoy it even more than the original Frogun. You can wishlist here!! https://store.steampowered.com/app/2312160/Frogun_Encore/
Hi everyone! Just a quick little update, happy to say the game now supports steam trading cards, There's 6 cards in all, and after that there's 7 backgrounds to unlock, as well as 7 emoticons! You can view the emoticons below: renatalookout renatawink renatarun renatapoint renatafear renataded renatacry Backgrounds include 3D renata renders, renders of backgrounds, and 2D concept art illustrations. We hope you can collect all the cards and enjoy this little bonus feature leading up to the upcoming holidays (:
Hello everyone! It's been a while since the last patch went out, but that time hasn't been wasted! This is the last big update to Frogun, and should solve all known bugs (except a small selection left as they are for speedrunners to keep using as before!), and includes a bit extra QoL features. Without further ado, here's the update!
Patch notes
- Made posed models for the bosses to use in their death animations
- Made final boss level results not auto-advance to credits if the level was finished before
- Added hold [cancel] to speed up to credits scene (20x speed)
- Made the expert time trial not require a full level emblem to appear first
- Made all medals trigger their achievement again when loading the game, in case some didnt trigger it due to connection problems in the past
- Added swap jump/grab buttons option to menu
- Fixed wrong settings on vertical fog in Brutal Rush
- Shop icons in level select map don't show "completed level" sparkles anymore
- Fixed a source of lag near falling icycles
As you can see, we've gone from broader changes to more minute ones, and the game now works and runs better than ever thanks to all of your feedback!
But wait, one more thing!
There will soon be more Frogun-related news, in a way that you might not expect! I've started work on a new project that I hope you all will love. Feel free to follow me or Top Hat Studios on twitter to know before anyone else!
As always, thank you so very much for your support, your feedback, and your encouragement. See you soon!
Hi all!
Based on feedback from 1.91, we've now updated the game on the main branch to 1.92 - the beta branch also reflects this.
This continues on the set of changes already made to the game to deliver some fixes to commonly mentioned issues, such as high refresh rate instability, item persistence, and many other bugfixes.
CHANGES MADE IN THIS BUILD:
The list of changes is as follows - this list also includes fixes from 1.91: - High refresh rate time scale fixes - FPS logic has been changed to be more frame independent, with behavior shifted to a fixed timescale. This is the biggest change and should make the game far more comfortable for many players, esp. those playing at high FPS rates who found issues with things like bouncing or grappling. - Made items collected except for obsidian skulls persistent in a single run through death - this experimental change was much asked for by players and was implemented on our end in response to feedback. - Made vases with coins that were collected respawn, but empty - Shoot/Camera 45 snapping options - Made Stomp attack by Prickly never get out of the platform - Added a note icon on the results screen during the emblem completion phase - Made vases which dont contain coins to have a red colour pattern instead of green, adding a visual differentiation - Removed redundant death areas at the start of Running with fear - Fixed bug that prevented L's model from appearing in the bestiary - Set checkpoint spawn camera direction to correct direction on all levels - Fixed death animation able to trigger when resetting, which caused a timer bug - Snowball collision improved - Wintry shouldn't get stuck in columns anymore - Changed Wintrys start animation so its inside the ground and not floating outside - Fixed death area in steep descent - Made enemies restart their alert status on respawn - Fixed bug that would cause fly enemies to not register the hit at specific angles - Fixed Hexys tiara not unlocking the doppelganger medal when used against Hexy - Dying without reaching any checkpoints resets the death counter to zero - this was a much asked for request especially among completionists and speedrunners - Moved Restart Level option in pause menu to 2nd from top - Moved camera sensitivity X, camera sensitivity Y, camera damping, drop shadow, and character normal shadow to graphics instead of gameplay - Added "Reset to checkpoint" option in pause menu - Fixed a bug that would prevent level music doesnt play again after dying in some bossfights - Added invert x-axis option to menu - Removed coins at the start of the skull path in Pushy Hallway - Fixed sound issue so audio channels arent filled in Wintrys intro - Removed an arc which caused Renata to get stuck under it on Trap Hall - Made Jake jump correctly after respawning, and improved Jake race behavior on certain levels - Fixed hollow trunk with hole collider so Renata cannot slide down the sides of the hole - Fixed hat models still displaying a shadow if character shadows were disabled - Made tar bubbles hook area bigger and more forgiving - Made jump after tilted shrooms in At the finish line shorter - Made health not get to two lines if the text is too long - Added deadzone option (sensitvity) for movement in addition to camera if possible; also increase general movement deadzones - another much asked for change for accessibility - Removed wrong column in Race at the topside - Refined camera damping/smoothing behavior so it dampens the Y-axis more than X, so the camera doesnt have the current problem of trailing after the player - Added ability to skip dialogues- another much asked for change for accessibility - Made spike vine hitboxes smaller - Removed trees from dialogue area on Mountain Jog - Hexys icon in level select is now that of a boss level - Fixed Wintry's hitbox sometimes hitting the player when ramming into her - Fireballs don't have blob shadows anymore - You can't zipline towards fireballs anymore - Various other small tweaks & QoL changes - Fixed internal timer bug that affected all of the bosses. - Fixed bug that prevented 45 Snap options to save/load correctly. - Fixed bug that prevented Hide Timer option to save/load correctly. - Fixed Wintry's hitbox during her floating state. - Fixed bug that would make the input used during pause the moment the pause menu was closed. - Coin chests break sound is now assigned to the sound effects audio volume slider. - Added nullReferenceException error handlers in UI Control code. - Renata can now shoot the Frogun twice in the air, if the first shot misses.
This update is possible thanks to all of your feedback, and more is coming soon! Thank you everybody! And last, a big announcement!
Frogun will be on Tokyo Game Show 2022!
I'm super happy to say, that not only will it have its own booth for those of you who can assist to try, but also will be featured in the associated Steam Event, and get a special offer! :) Finally, thank you all for keeping up with the Frogun updates, and I'm looking forward to sharing more news soon!
Hi all!
A new update to the beta build branch is now available for Frogun. As a reminder, this branch can be accessed with code QwhcSbyEhoSN1ciu from the beta program tab.
This continues on the set of changes already made to the game to deliver some fixes to commonly mentioned issues, such as high refresh rate instability, item persistence, and many other bugfixes.
CHANGES MADE IN THIS BUILD:
The list of changes is as follows: - High refresh rate time scale fixes - FPS logic has been changed to be more frame independent, with behavior shifted to a fixed timescale. This is the biggest change and should make the game far more comfortable for many players, esp. those playing at high FPS rates who found issues with things like bouncing or grappling. - Made items collected except for obsidian skulls persistent in a single run through death - this experimental change was much asked for by players and was implemented on our end in response to feedback. - Made vases with coins that were collected respawn, but empty - Shoot/Camera 45 snapping options - Made Stomp attack by Prickly never get out of the platform - Added a note icon on the results screen during the emblem completion phase - Made vases which dont contain coins to have a red colour pattern instead of green, adding a visual differentiation - Removed redundant death areas at the start of Running with fear - Fixed bug that prevented L's model from appearing in the bestiary - Set checkpoint spawn camera direction to correct direction on all levels - Fixed death animation able to trigger when resetting, which caused a timer bug - Snowball collision improved - Wintry shouldn't get stuck in columns anymore - Changed Wintrys start animation so its inside the ground and not floating outside - Fixed death area in steep descent - Made enemies restart their alert status on respawn - Fixed bug that would cause fly enemies to not register the hit at specific angles - Fixed Hexys tiara not unlocking the doppelganger medal when used against Hexy - Dying without reaching any checkpoints resets the death counter to zero - this was a much asked for request especially among completionists and speedrunners - Moved Restart Level option in pause menu to 2nd from top - Moved camera sensitivity X, camera sensitivity Y, camera damping, drop shadow, and character normal shadow to graphics instead of gameplay - Added "Reset to checkpoint" option in pause menu - Fixed a bug that would prevent level music doesnt play again after dying in some bossfights - Added invert x-axis option to menu - Removed coins at the start of the skull path in Pushy Hallway - Fixed sound issue so audio channels arent filled in Wintrys intro - Removed an arc which caused Renata to get stuck under it on Trap Hall - Made Jake jump correctly after respawning, and improved Jake race behavior on certain levels - Fixed hollow trunk with hole collider so Renata cannot slide down the sides of the hole - Fixed hat models still displaying a shadow if character shadows were disabled - Made tar bubbles hook area bigger and more forgiving - Made jump after tilted shrooms in At the finish line shorter - Made health not get to two lines if the text is too long - Added deadzone option (sensitvity) for movement in addition to camera if possible; also increase general movement deadzones - another much asked for change for accessibility - Removed wrong column in Race at the topside - Refined camera damping/smoothing behavior so it dampens the Y-axis more than X, so the camera doesnt have the current problem of trailing after the player - Added ability to skip dialogues- another much asked for change for accessibility - Made spike vine hitboxes smaller - Removed trees from dialogue area on Mountain Jog - Hexys icon in level select is now that of a boss level - Fixed Wintry's hitbox sometimes hitting the player when ramming into her - Fireballs don't have blob shadows anymore - You can't zipline towards fireballs anymore - Various other small tweaks & QoL changes
This update is possible thanks to all of your feedback, and more is coming soon! Thank you everybody!
Hi all! The test branch's patch update is now live on the main branch of Frogun as we're more confident of it's stability, so everybody should be getting an update to the live version of the game soon. This updates the game from the launch version (1.6.3) to v1.8. However! We've made a few changes detailed below, as not everything from the test made it into this version after a lot of thought. If you've played the test, then you'll already be familiar with most of the fixes below. If not though, there's a smorgasbord of QoL improvements and minor fixes that we've implemented in response to feedback! Check it all out below. We've also implemented multiplatform (multi-device/PC + Steamdeck) Cloud Saving! More info on this (and some pre-cautions) below.
WHAT MADE IT IN FROM THE TEST VERSION BRANCH:
Changelog: - Removed fall areas near S-shaped skull section at the start of Chamber Of Spooks. - Fixed level select chests opening sound playing full volume all at once when entering the level select map. - Made Jake stop hurting in races, and for him to only "bop" the player for a split second if collided with. (causes a stun rather than damage - this was a common complaint because of narrow pathways - we didn't want to remove the challenge, so we didn't remove *all* damage) - Fixed start of level animation not consistently playing upon starting a level. - Experimental camera damping slider; smooths camera movement. - Made input made during the "unpause" frame not affect the player character. - Changed third Eyemerald to white coin in Golden Depths. - Removed bugged coin vases inside stair in Scorchy. - Changed Y position forcing method for bosses (should help with bosses such as Scorchy getting stuck). - Added invert x-axis option. - Correctly rotated checkpoints so spawning on them will point players in the correct direction. - Removed blob shadow from Wintry's ice spears. - Set Wintry's NPC sounds to the sfx volume channel. - Made Beelzebub's shots spawn correctly. - Made Beelzebub's spike wall spikes actually hurt you if you jump on them. - Made hanging spiders stay down for two seconds more, so chaining them is easier. - Made shortest slide-jump a bit longer in Golden Depths. - Made timed color pullers not emit tic tac sound if a button of the same color activates the color without timer. - Coded bouncy mushrooms to not affect the player while in the "death in water" action. - Fixed "Hatter's special" hat unlock conditions. - Fixed fade out music method. - Option to force shots to snap to 45 degree angles, before autoaim - Fixed a bug where the switch timer ticking sound could loop infinitely. - Made final level stop victory music before going into credits. - Changed fourth Max. HP chest requirements from 15 wings and 20 rings to 10 wings and 15 rings. - Changed last Max. HP chest requirements from 30 to 15 full emblems.
- Fixed collider of thin square columns so they have a full block hitbox. - Added missing delay between skull and eyes parts of emblem in level results. - Reduced delay between emblem pieces in level results from 1 second to 0.75 seconds. - Fixed tongue artifacts when shooting near Hatter at the end of Race on the topside. - Changed tree branch mesh collider to a box collider. - Fixed invisible blocks in Mountaintop. - Fixed floating tiles at the end of Cold cave. - Fixed invisible blocks in Slidey Spikey Cave. - Fixed position of Dark Cave, Haunted Ruins and Gold Ruins vertical fog. - Updated credits backer name change. - Modified obsidian skull path entrance in Golden depths. - Fixed the one barrage in Super Beelzebub that didn't wait for the pillar to spawn. - Reduced health of Prickly and Kicky to 2 in Boss rush. - Reduced health of Wintry, Scorchy and Hexy to 3 in Boss rush. - Reduced health of Super Prickly from 5 to 2. - Reduced health of Super Kicky from 4 to 2. - Reduced health of Super Wintry from 5 to 3. - Reduced health of Super Scorchy from 5 to 3. - Reduced health of Super Hexy from 5 to 4. - Reduced health of Super Beelzebub from 7 to 5. - Reduced health of L from 3 to 2. - Removed empty vase at the end of horizontal column in Breaking in. - Removed coins inside the Obsidian Skull path in Pushy hallway. - Tweaked Obsidian Skull path in The tar swamp to reduce the length of the bubble chain. - Added slope near the start of Mountain jog. - Slightly modified start area of Hot Feet. - Removed blinking blocks on the moving spike rod section near the end in Treasure vault. - Fixed duplicated "Published by Top Hat Studios" text at the end of the credits. - Added emblem legend to level select screen. - Made it so that picked coin count cannot surpass total coin amount in the level. - Steam cloud save integrated. You may see a momentary frame jitter when buying a new hat, unlocking more HP, or on the results screen after finishing a level - this is where the save data is wrapped in order to push it into the cloud without introducing another loading screen. It should not interrupt actual gameplay, however. NOTE: THERE IS SOME ADDITIONAL NOTICE HERE: SEE LAST COMMENTS
And some additional issues which were found in the beta-test branch - these are new fixes NOT from that branch: - Fixed boss behaviour in At The Top Of The World sometimes malfunctioning. - Fixed 100% progression counter not calculating in some circumstances. - Fixed expert time trial recordings being incorrect in some circumstances. - Fixed too dark shader in the brutal boss rush mode (and several other fog areas). - Fixed multiplayer coin count sometimes displaying incorrectly.
WHAT DIDN'T MAKE IT IN FROM THE TEST VERSION:
As mentioned in the last post, we felt that the test had issues with balancing our game design of challenge next to the ideal balance of difficulty and easiness. The test had a lot of checkpoints added, and we've removed these to maintain the challenge. However, there are checkpoints specifically near all obsidian skull entrances now - this should help with creating a better sense of fairness for completing these challenge segments. However, we listened to all user feedback and have a solution in the works. Please see below for expectations in the next beta-test branch build (will be live over the next few days).
COMING IN THE NEXT UPDATE:
Our aim for the next update patch for the game will address very high refresh rate issues (like at 165hz and 240hz), to better make animation and physics/game logic more independent of FPS. This coming update will also do some additional difficulty balancing as mentioned above. Below is what you can expect on the next upcoming test. We've heard from a lot of you that going to lengths and backtracking to pick up all the coins, only to lose them by dying before hitting a checkpoint - forcing the whole process to be done again, often multiple times - is quite frustrating. While there is meant to be a sense of challenge in having to not just collect things but also make it out alive, we acknowledge there's a need for balance. We also feel the experimental solution of simply adding checkpoints incorrectly removed challenge without better balancing the game mechanically. In response to this, we will be introducing an experimental fix for changing collectibles to have persistent collected behaviour in levels - so if you die, any coin you've collected remains collected, but you'll respawn at last checkpoint. This is only within each level session themselves, however - if you quit the level without finishing, they won't remain collected. Furthermore, we have decided "challenge items" (the obsidian skulls) will still require visiting a checkpoint, something which is balanced with the current checkpoint solution. We feel keeping this mainly for widespread collectibles like coins is the best balancing solution. Other things we'd like to include in this next test include additional smoothing options, as well as further accessibility options in the gameplay menu.
TRADING CARDS AND EXTRAS
In the next UPDATE, we also plan to introduce trading cards, badges, emotes, and backgrounds.
NOTICE ON CLOUD SAVES:
In order to ensure that saves do not have issues, we've introduced a means of transitional save data. This means for EXISTING save data, it will *not* auto-sync with the cloud. There will need to be an action which invokes the save behaviour first, so AFTER opening the game and completing a level your gamedata will correctly sync to the cloud. Basically, you do not need a new save or anything, but you need to trigger/invoke a save event in the current file for it to sync said file.
FOR CONSOLE PLAYERS:
Patches are in the works for all consoles and should be delivered on all versions and platforms by the end of the month. We need manual validation from platforms for patches, so these are slightly delayed. We expect the patch to include ALL fixes including from the next upcoming test (the coin fix), so expect a MEGA-PATCH on the horizon.
Hi everyone! We've been hard at work on the game in response to your comments and feedback. We're thrilled with the great reception to the game, and at the same time we've been listening to what you have to say about some of the parts that feel rougher.
The first of these changes are ready, and the game is actually quite remarkably complicated under the hood! For this reason, instead of reflecting it to the main file branch immediately, we're doing some tests to ensure that nothing has broken unintentionally as a result of these changes. However, we recognise that some of you really want to experience these sooner than later, so for that we're making it available via the Steam beta branch for everyone who wishes to play immediately.
To access the beta branch to try the update, go to Frogun in your steam library -> Right click on Frogun -> Properties -> Betas -> Enter beta access code QwhcSbyEhoSN1ciu
If you encounter any unexpected behaviours or bugs while playing this beta branch version, then please let us know! In a few days, as we've had more time to verify this update, it'll be mirrored over to the main branch of the game.
Changelog:
- Removed fall areas near S-shaped skull section at the start of Chamber Of Spooks.
- Fixed level select chests opening sound playing full volume all at once when entering the level select map.
- Made Jake stop hurting in races, and for him to only "bop" the player for a split second if collided with.
- Fixed start of level animation not playing upon starting a level.
- Experimental camera damping slider; smooths camera movement.
- Made input made during the "unpause" frame not affect the player character.
- Changed third Eyemerald to white coin in Golden Depths.
- Removed bugged coin vases inside stair in Scorchy.
- Changed Y position forcing method for bosses (should help with bosses getting stuck).
- Added invert x-axis option.
- Added extra checkpoints in most levels.
- Correctly rotated checkpoints so spawning on them will point players in the correct direction.
- Removed blob shadow from Wintry's ice spears.
- Set Wintry's NPC sounds to the sfx volume channel.
- Made Beelzebub's shots spawn correctly.
- Made Beelzebub's spike wall spikes actually hurt you if you jump on them.
- Made hanging spiders stay down for two seconds more, so chaining them is easier.
- Made shortest slide-jump a bit longer in Golden Depths.
- Made timed color pullers not emit tic tac sound if a button of the same color activates the color without timer.
- Coded bouncy mushrooms to not affect the player while in the "death in water" action.
- Fixed "Hatter's special" hat unlock conditions.
- Fixed fade out music method.
- Option to force shots to snap to 45 degree angles, before autoaim
- Fixed a bug where the switch timer ticking sound could loop infinitely.
- Made final level stop victory music before going into credits.
- Changed fourth Max. HP chest requirements from 15 wings and 20 rings to 10 wings and 15 rings.
- Changed last Max. HP chest requirements from 30 to 15 full emblems.
- Fixed collider of thin square columns so they have a full block hitbox.
- Added missing delay between skull and eyes parts of emblem in level results.
- Reduced delay between emblem pieces in level results from 1 second to 0.75 seconds.
- Fixed tongue artifacts when shooting near Hatter at the end of Race on the topside.
- Changed tree branch mesh collider to a box collider.
- Fixed invisible blocks in Mountaintop.
- Fixed floating tiles at the end of Cold cave.
- Fixed invisible blocks in Slidey Spikey Cave.
- Fixed position of Dark Cave, Haunted Ruins and Gold Ruins vertical fog.
- Updated credits backer name change.
- Modified obsidian skull path entrance in Golden depths.
- Fixed the one barrage in Super Beelzebub that didn't wait for the pillar to spawn.
- Reduced health of Prickly and Kicky to 2 in Boss rush.
- Reduced health of Wintry, Scorchy and Hexy to 3 in Boss rush.
- Reduced health of Super Prickly from 5 to 2.
- Reduced health of Super Kicky from 4 to 2.
- Reduced health of Super Wintry from 5 to 3.
- Reduced health of Super Scorchy from 5 to 3.
- Reduced health of Super Hexy from 5 to 4.
- Reduced health of Super Beelzebub from 7 to 5.
- Reduced health of L from 3 to 2.
- Removed empty vase at the end of horizontal column in Breaking in.
- Removed coins inside the Obsidian Skull path in Pushy hallway.
- Tweaked Obsidian Skull path in The tar swamp to reduce the length of the bubble chain.
- Added slope near the start of Mountain jog.
- Slightly modified start area of Hot Feet.
- Removed blinking blocks on the moving spike rod section near the end in Treasure vault.
- Fixed duplicated "Published by Top Hat Studios" text at the end of the credits.
- Added emblem legend to level select screen.
- Made it so that picked coin count cannot surpass total coin amount in the level.
- Steam cloud save integrated. THIS IS NOT YET LIVE AS IT MUST BE FUNCTIONAL ACROSS BRANCHES FROM MAIN, but the functionality has now been coded. It will activate once the beta is confirmed fully stable and pushed to live. Once live, you may see a momentary frame jitter when buying a new hat, unlocking more HP, or on the results screen after finishing a level - this is where the save data is wrapped in order to push it into the cloud without introducing another loading screen. It should not interrupt actual gameplay, however.
Hello everybody!
It's been an amazing launch for Frogun, and we wanna thank everybody for turning up to support the game! We managed to get the game new and trending, and even breached the Steam top 100 global best sellers! It's been really heartwarming to read the reviews for Frogun, and you all get our deepest thanks for expressing your love of the game!
The past few days have been hectic, but we've been listening to your comments and feedback on what could make the game just a little bit smoother to play. With that in mind, an update for the game is being planned that will bring some new options and a few QoL changes to address common frustrations.
We're planning a large update, but understand there are some larger issues which many of you want to see addressed first, so you'll see an update within the next few days addressing the following:
-Jake shouldnt do damage in races
-Fix killzone in chamber of spooks being very close to skulls near start
-Fix volume of sound that happens when you enter the map
-Fix: Golden Depths: there are 3 green gems instead of 2
-Fix: Scorchy level has 2 final coins clipped inside stairs (thanks Trihex!)
-Timed switch sound effects looping forever in some circumstances
-Weird boss behaviours in certain circumstances (e.g. scorchy getting stuck)
-fixes for some unrecognized controllers
-several small level tweaks which were causing some players issues
-Sometimes, Renata spawns standing still instead of hanging down from the sky
-7th hitpoint chest changed from 15/20 to 15/10 unlock requirements
-New checkpoints for secret areas
-Steam cloud saves implemented
Afterwards, a larger patch fill follow but will likely take more time as it involves more extensive changes. This is what's planned there! Note that this is not exhaustive, and also some things may turn out to be much more complicated than anticipated and so may take longer; however, this is what we're aiming to achieve:
-Additional checkpoints in harder levels
-Option toggle for fix camera movement to 45 degree increments
-Camera distance/zoom control
-Add invert x-axis option to menu
-Add swap jump/grab buttons option to menu
-Make vases which dont contain coins to have a red colour pattern instead of green
-Unlockable coin/collectibles radar
-Make coins previously collected in previous runs appear ghostly
-Set checkpoint spawn camera direction to correct direction
-Pause level timer in cutscenes
-Cutscene skip (potentially - actually quite a difficult change)
-Reset to checkpoint option in pause menu
-Autoaim tightness options & tweaks to general autoaim behavior
-Add additions deadzone & sensitivity for movement in addition to camera if possible; maybe also increase general movement deadzones
-Camera reset button (on L3/R3)
-Boss health meter
-Wearable badges
-Player outline through scenery
-Scrolling through emotes/poses in photo mode a set order forward/back, instead of random
Thank you everybody for supporting the game, and thanks to your feedback the game will become even better! How much of the treasure and loot have you collected throughout the game so far? Be sure to tell us about your best times and funniest screenshots! If you enjoyed the game and haven't left a review yet, please be sure to do so.
Oh, and one last thing - speaking of treasures, Frogun has qualified to offer Steam badges and trading cards, which you can look forward to getting soon! Perfect on the theme of collectibles!
Hello everyone! It's finally time!!!! FROGUN HAS RELEASED ON PC!! Console versions will be releasing in (2) hours at 12pm EST. We also have a new launch trailer: [previewyoutube=EKrKy7LpYZc;full][/previewyoutube] We hope you will all enjoy the game. Thank you to everyone who has followed progress so far, and have supported its development. If you enjoy the game, please leave a review! It helps us significantly.
Hi! I've got the most exciting news!
Tomorrow Frogun goes out, and we can start our adventure through the ruins of the Temple of Beelzebub!
You'll be able to explore all of the levels, find all of the coins, get all of the emblem pieces, fight all of the bosses, get all of the hats, gallery images, medals, bestiary entries...
I truly hope you all enjoy this game. See you tomorrow!
FROGUN RELEASES ON AUGUST 2ND AT 10AM EST ON PC, AND 12PM EST ON ALL CONSOLES! WE HOPE TO SEE YOU AT LAUNCH!
The game will also launch with a 20% discount!
Hello everyone!
In just two days (less than 48 hours!!), Frogun will be available for all to play! Frogun releases officially on August 2nd at 10am EST/7am PST on PC and 12pm EST / 9am PST on Console!!
I'd like to thank all of you that have been following the development along the way, and welcome those of you that discovered it recently. :)
It's been a journey, but the adventure really starts this August 2nd.
Hi!
I'm counting the days, and it's just under 3 days left until Frogun launches! I hope you're looking forward to discovering all of the little secrets in the game, because I know I'm looking forward to seeing you all completing it!
Will you go for all of the obsidian skull challenges?
As a reminder Frogun launches at 10AM EST / 7AM PST on August 2nd!!!
Hello everyone! Just a quick update so people aren't confused, we've updated all capsule images on Steam with new artwork! The new artwork is a bit more refined than the old one, and we wanted to get it ready ahead of the launch. We didn't want people to think the new, changed capsule showing up in their wishlist or storefront was for a different game or anything! As a reminder that's next tuesday, August 2nd, at 10AM EST / 7AM PST! We can't wait to launch, hope to see you all then!
Hi everyone!
It's been a long while since I started making the first model and writing the first lines of code, but now I'm happy to say that Frogun releases in just one week! Please stay tuned, because in August 2nd, the full game will be released!
I hope you're bouncing in place just like me!
Hello everyone!
Before anything else, I'd like to thank you all for your patience. The folks at Top Hat Studios and me have been working hard on the finishing touches of the game development, with special attention to all of the feedback we got from Steam Next Fest!
Looking back at the start of the project, it seems insane that it's been only about a year and a half. It's been so much work, so many experiences shared, and so many new friends made along the way!
I've learnt a lot during this time, and humbly hope that the game is everything you have been hoping for it to be. From lots of optional collectables, to hidden shortcuts, cute enemies and goofy dialogue, Frogun is a lot more than what I was aiming for it to be at the start. I just wanted to develop a small game in a short amount of time, as I needed to find myself as a developer. But enough of that, you want to know the important bit of information, right?
[previewyoutube=Uf2Mzf-GcZo;full][/previewyoutube]
Frogun releases on August 2nd! So prepare your frog-aiming skills!
I hope to see you all playing when it comes out, my friends!
Hello everyone!
First of all, I want to thank everyone for their support, feedback and kind words. I'm so happy about it all, I almost can't believe it.
We've been working hard to implement fixes and improvements based on your feedback, like new settings and improved movement. We've also noted several other fixes for implementation, such as small bugfixes and quality of life improvements. We've removed the demo with the Steam NextFest now ended, but you'll be able to see it all in action in the full release!
Speaking of which, soon we'll uncover the official release date! Are you looking forward to it?
Again, thank you very much, and I hope you have a great day!
Hello everyone!
Coming hot off the heels of the Guerrilla Collective and Wholesome Direct shows - which we received many kind comments about the game from, thank you! - you can now get a direct taste of Frogun itself! It's been a long time coming, and as part of the ramp up to Frogun's release this summer it's time everyone got a taste of it!
Frogun's taking part in the Steam Next Fest, with a demo available for your perusal! In this demo, you can enjoy the first themed world of the game, right up to (and including!) the very first big bad boss fight.
We hope you enjoy this small dose of classic, good ol' fashioned collectathon platforming fun. If you enjoy yourselves while playing it, please be sure to add the game to your wishlist, and don't hesitate to leave any comments about things you particularly enjoyed!
So, what are you waiting for? Go grab your froggy hookshot friend, put on your adventurer's hat, and get into FROGUN!
Hello everybody! You may have seen or heard already that Frogun is coming out... this summer!
Events coming up!
That's right! You'll soon be getting your fix of old-school, crunchy polygon collectathon gaming. Ahead of that, we'll be ramping up promotional activities for the game, showing off more, and teasing you about what's to come. What're you looking forward to see? Kicking this off, Frogun will be appearing in the Guerrilla Collective immediately followed by the Wholesome Direct on the 11th of June! Here, you'll see brand-spankin' new reveals about content in the game never seen before - it's come a long way since this page was first set up, or even appeared on Kickstarter! You might be very familiar with the sight of massive molerats and ancient ruins - but how about snow beetles and crystal caves? See it all in those 2 shows. Guerrilla Collective will be at 11am ET, followed immediately by Wholesome Direct at 12:30pm ET. The reaction to Frogun in the LRG3 show which just happened on the 6th was ecstatic, and we hope you'll enjoy these shows just the same! But for now... why not a bit of a dive in a couple of features?
A challenge in every level
If you thought that the exploration notes, the two eyemeralds, and all of the coins were not enough collectables for a level, you're in luck! Introducing: the Obsidian Skulls!
In every level there's one, in a section out of the main path, accessed through a relatively hidden entrance... and that section is way harder than the rest of the level!
Lots of hats
Do you know how many unlockable hats are in total in Frogun? I'll give you a hint: It's more than 40! Of course I cannot show you all of them, so instead have a peek at one of my favs from the ones I've added lately:
Now that's a tough girl! Finally, I'd like to thank you for coming to the steam page to read the news on my little froggy game. I hope you have the nicest day! :)
Frogun
Molegato
Top Hat Studios Inc
Mid 2022
Indie Adventure Singleplayer
Game News Posts 25
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive
(401 reviews)
https://store.steampowered.com/app/1575470 
Renata's parents are world-renown explorers, archeologists and inventors that travel all over the world uncovering the secrets of the past, bringing her with them in their expeditions. However, in their latest adventure, they decide to leave her at the base camp - the Beelzebub ruins are said to be too dangerous!
For three whole days she waits, her pride hurt and bored out of her mind, until she realized: if they haven't returned yet, something must have happened to them! In a hurry she grabs her parents' last invention, the Frogun, and heads to the ruins to rescue them, and prove that she's as capable as them!
- Explore colorful levels full of crispy pixelated ruins, in a modern representation of the lowpoly aesthetic.
- From levers to buttons, lethal traps and adorable enemies, there's lots of things to use your Frogun on.
- Find secrets or shortcuts by mastering the grappling mechanics.
- Unfold an extra layer of lore by finding all exploration notes.
- OS: Ubuntu 12.04+ (or equivalent)Memory: 2 GB RAM
- Memory: 2 GB RAM
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