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Use quick wits and quicker reflexes to carve your own path through the mysterious ruins of Cloudbuilt, floating high above the ground. Manipulate the laws of physics to avoid fatal hazards, dodge hostile robots and reach not just the end of each level, but the top of the global leaderboards too.
Release Date: Mar 20, 2014
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Change Log - v1.2 (368869)

August 29

Hi everyone!

The beta that has been going on for a couple of weeks now has finally come to an end and the final build is now live!

We would like to thank everyone that participated, gave us feedback and helped test out the changes. We have made some smaller additional changes since the last live build in the beta including 7 new achievements to keep you busy for a while (I would hope for a week at least, but I know some of you are pretty quick with this stuff, so maybe that is hoping for too much!).

The changes in general are pretty large and can greatly impact the feeling of the game for beginners, but we have made sure to keep the play style of top level play as intact as possible and to not break any high scores with any of the changes. If you have any feedback on the changes or missed out on the beta, please feel free to tell us what you think in the comment section or in the discussion forums!

Here is a list of the changes included in this patch. Remember to verifying the integrity of your local content before playing to ensure you have the latest version of the game.

Version 1.2 (Build: 368869)

  • Changes to enemies to make them easier to read and understand while keeping true to their original intent:
    • Strike Turrets no longer shield themselves when they are about to die in combat, and can be killed straight up. However, they do defend themselves if you attack them when they can’t see you.
    • Strike turrets heal themselves much quicker if forced into shielded mode.
    • Arachtoids have become easier to read and give more time to react to its different actions, but have also received smarter path finding and are capable of healing themselves when unable to fight back.
    • The time it takes for an Arachtoid to shield itself when it’s attacked but can’t fight back is now constant and a little longer than before.
    • Arachtoids’ walking animations and animation feedback when about to wake up has been improved.
    • Drop mines can now damage enemies and get pushed by explosions.
    • Drone Hives is now killable. They can only be killed while they intend to attack you or any of its drones are still alive. (Now is your time for some sweet revenge!)
    • Drone Hives now have animations and effects when spawning drones making them easier to understand and spot from a distance when they engage you.
    • Hunters will now only keep their shield up for a limited time, and if you are skilled you can even take them out before the time is out.
    • Hunters and drones will now try to predict where you are moving to and attempt to intercept you. This is to make them a little more challenging for experienced players, and they be easier if you take a slower approach and try to duke them.
    • Lobber explosions now behave like one would expect and can damage you even if you hide behind minimal covers.
    • You are now unable to kill lobbers. It was possible before but had no feedback and added no value as no challenges were ever built with it in mind.
    • Guardians are now more affected by explosions and bullet impacts when they are dead meaning you can push them around more easily.
  • Improved player controls and interactions:
    • Wall running has been improved to give you more control over speed and direction, while also enabling you to transition between different wall running states. You will still benefit from knowing how to use your momentum, but wall interactions are less punishing, as it’s easier to recover from small mistakes. (You can tweak the wall running behavior through the options menu and turn the transitions off if you prefer how things handled before).
    • Air control has been changed to feel more consistent and to easier make good air jumps.
    • Throwback state has been changed to take slippery surfaces into account and can be canceled by an air jump a little earlier.
    • Player now reacts more reasonably to spikes.
    • Wall slide state now behaves like a wall run for the first 0.5 sec to ensure that all wall run interactions behave consistently right as you land on the wall and have yet to have time to react to what state you entered. This will ensure much fewer accidents when doing quick wall jumps and drops.
    • When intending to climb up a wall the camera’s forward direction is now taken into account in some situations to better read the intended action.
    • The deployment of checkpoints is now more intuitive and to cancel the deployment you need a more explicit action instead of just moving, making mistakes less likely.
    • A death camera has now been added that follow the player for a short moment after death.
    • The weapon has been improved to be able to disable homing if you aim straight at a target that is immune to homing, which makes it easier to target specific enemies in a group.
    • Fixed a bug where bullets clipped through walls if you stood too close to them and tried to shoot directly into them.
  • Added real raw mouse input.
  • Added gameplay options to customize the experience more.
  • Added info text for some of the alternatives in the options menu.
  • Optimized the rendering and batching systems of the engine. Giving some levels up towards 3 times the render performance on our testing hardware.
  • Added 7 new and a little different/unusual achievements.
There has been a lot of tweaks as you can see and we apologize if we have missed anything here, but this list should most changes and all major changes are here noted.

Hope you enjoy it!

The Coilworks/RSG Team

7 comments Read more

Change Log - v1.11 (331696)

July 22

Hi everyone!

Time for a quick update while you've all been enjoying the new Through The Fog DLC - we've been busy working on tweaks and improvements behind the scenes to continue making Cloudbuilt the best game it can be. As such, here's a full change log of the improvements, some of which are quite neat; for instance, we've got new achievements to earn and skins to unlock for Demi! And there's more where that came from… but we'll keep a lid on that for now. :D

Here's the change log in full. Remember to update your local content to ensure you have the latest version of the game to get the benefit.

Version 1.11 (Build: 331696)

  • Added: new achievements!
  • Added: four new skins to unlock.
  • Fixed: Command buffering a few frames before you are able to use boost
    abilities after a jump, so the game won't eat your input (0.4f sec
    buffer)
  • Fixed: If you are running along a wall and press the Jump key, but just
    barely slide over the edge of the wall while you hold the Jump key down,
    you will now jump instead of just fall
  • Fixed: A bug where you sometimes unintentionally started climbing
    along sloping ledges without giving input
  • Added: A small flash to remind you that you have unused checkpoints
    when passing by some specific areas in levels
  • Updated an old skin
  • Separated the skins in the Skins window into three tabs based on
    difficulty of unlocking them
  • Improved some error messages
  • Fixed: A bug with texture loading
  • Some general memory and stability fixes
  • Fixed: A bug with the localisation that caused wrong localised text to
    be displayed on the last build
  • Made the extra life icon more visible when changing life count and it
    stays a little longer on the screen before disappearing
There are also a few things that we fixed along the way in previous updates that never made it into an 'official' change log announcement, so here they are too…
  • Fixed: General crash bugs
  • Fixed: A freezing bug in the tutorial level
  • Fixed: Some performance speed optimisations
  • Fixed: Bugs in the options window causing crashes
  • Fixed: A crash with font rendering and improved performance
  • Fixed: Buggy tutorial prompt
  • Tweaked: Start menu intro and added an Extras menu item
  • Added a new extra life pickup in 'What's To Come'
  • Added a Credits button to the Start menu under Extras
  • Added notifications in the result screen for unlocking skins, new
    levels, and new record
  • Added more debug information to be able to track down future bugs
    easier and faster
  • Animation of notifications and extra life counter in the result screen
    can be speed up by clicking Skip (this now also works with a gamepad!)
Thanks and keep enjoying Cloudbuilt!

The RSG/Coilworks Team

4 comments Read more

Reviews

“Cloudbuilt is a gorgeous free-running game with a touching metaphorical dimension.”
8/10 – Eurogamer

“Could easily top game of the year lists… f*ck this brilliant bullsh*t.”
Rock Paper Shotgun

“... primed to be an intensely challenging, beautifully stylised runner/platformer.”
Total Biscuit

About the Game

A young woman, a mysterious world and dark clouds on the horizon... welcome to Cloudbuilt.

Cloudbuilt sees quick wits and even quicker reflexes become your closest friends as you carve your own path through the mysterious floating ruins high above the clouds. A game of speed, precision and freedom, use your rocket-powered exoskeleton and manipulate the laws of physics to avoid fatal hazards, dodge hostile robots and reach not just the finish line of each stage, but the top of the worldwide leaderboards too.

Packed with progressively challenging levels, as well as all manner of shortcuts and secrets to discover, Cloudbuilt’s fast-paced competitive action will push the limits of gamers seeking a challenge time and time again.

Game Features
Jaw-dropping visuals – A unique and utterly gorgeous cel-shaded art style makes the world of Cloudbuilt come alive like nothing you’ve ever seen.
Run, jump, fight! – Cloudbuilt combines parkour-style platforming, action-packed gunplay and the fast-paced thrills of racing against the clock to create a hugely addictive and competitive game.
Blaze a trail – Open level design allows you to reach each goal in all kinds of different ways. Carve your own route through any stage you like, then keep refining it to get the fastest time possible.
Go your own way – Players can find their own route to the finish not just through each level, but also the game; a branching story across 22 levels offer seven unique worlds and four different endings to discover.
Fight for supremacy – Finish stages quickly and make your mark on the global leaderboards. Find new shortcuts and use all your skill to climb as high as you can!
A minute to learn, a lifetime to master – Rather than making players unlock abilities, Cloudbuilt gives you everything you need right from the start. Pick up the basics immediately, then discover skills you never knew you had and put them to good use!

System Requirements

    Minimum:
    • OS: Windows 7
    • Processor: 2GHz Intel Dual Core processor
    • Memory: 2 GB RAM
    • Graphics: 512 MB OpenGL 3.2 compatible card
    • Hard Drive: 3 GB available space
    • Sound Card: Any compatible soundcard
    Recommended:
    • OS: Windows 7
    • Processor: Intel Core i5 (or better)
    • Memory: 4 GB RAM
    • Graphics: Nvidia Geforce 560 Ti (or ATI equivalent)
    • Network: Broadband Internet connection
    • Hard Drive: 3 GB available space
    • Sound Card: Any compatible soundcard
Helpful customer reviews
757 of 879 people (86%) found this review helpful
129 products in account
6 reviews
19.2 hrs on record
If Mirrors Edge and Sonic decided that they wanted to have a baby but then megaman x was upset cause he always wanted to have a baby with mirrors edge so he inserted nano machines to make the baby a bit more like him this game is what you would end up with!
Posted: March 20
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331 of 423 people (78%) found this review helpful
69 products in account
1 review
3.3 hrs on record
Solid core mechanics betray asinine gameplay decisions and "a speedrunner's dream" that ends up relying on memorization more than reflexes.

So, I started out liking Cloudbuilt, minus the plot that adds absolutely nothing to the game. Flashy levels and fast paced gameplay hits you right away as soon as you leave the tutorial, and immediately, you begin to die. You will die a lot in Cloudbuilt, but it takes the Hotline Miami aproach of giving you absolutely no downtime in between lives, a wise decision but one that is ultimitely undone when the game forces you to either restart the level, disregarding any checkpoints you've passed so far. Oh yes, you have lives. Want to know how many lives you currently have? Too bad. While you do have at least 15 or 20, you go through them so quickly, especially when you are first learning the ropes, that getting hit with that menu out of nowhere with those two equally confidence sapping messages can leave you wanting to put the game down for awhile.

Eventually however, you begin to train yourself to fire at mines while wall running, timing the wave cannons, and keeping an eye on the ground for crawlers through any foilage that might be obscurring them. You learn that if there aren't any lateral platforms to jump to, find the nearest vertical wall, because its more than likely you've reached a tower-like segment. That inital building of skill is a wonderful feeling rare in an environment of casualization like the modern Videogame industry.

Then the midgame begins and you realize the game you're playing has changed.

Tracks with clear paths and obsticles give way to tight corridors filled to the brim with mines, moving laser gates, undodgable sniper turrets, homing, shielded laser cannons that will follow you around, and other enemies that make sure you will take damage on your first run throughs, if you can get past them at all. And boy, do they do damage. You have no invincibility period between hits, so your life can be drained in under a second if you hit the right obsticles. And you will because, while the game up until then has valued a fast pace with a look-while-you-leap mentality, obsticles begin to be placed right around corners, on the walls of verticle wall-jumping sections where visibility, manuverability, and aiming is limited, all of this with that invisible life counter ticking away. You quickly begin to relearn the core tenants of what got you this far, at least until you've memorized most of the enemy placements, but thats the problem: Throwing yourself against this brick wall until you learn all of its nooks and crannies sucks any tension, real skill building, and fun out of the whole experience, especially when that ♥♥♥♥♥♥♥ menu forces its way onto the screen.

Its not that Cloudbuilt is a bad game. It just feels extremely unfocused very quickly. Take the jetpack for example: Its your main way of navagating terrain and obsticles, but its charge is limited, requiring you to be on a solid, horizontal surface to charge. This would be fine, except there's no real way to know how much you'll need for the obsticle ahead, so you might use half your bar traversing a wallrunning segment, only to need more than half to climb vertically to continue. This leads to moments where you're standing completely still after a failed verticle climb, waiting for your jetpack to recharge, surely taking damage if any enemies are around.

And speaking of damage, your gun is next to useless. That's usually not a problem because a skilled player can manuver around enemies and their bullets with relative ease, but sometimes the game will force you along a linear path filled with enemies and your gun, which can't even take out most dangerous enemies like the wave canon with a charged shot -if you have enough time to charge it at all, is simply not up to the task of defending you. You might suggest rapid firing the weakest shot ala Megaman, except your gun also has ammunition that must recharge after five shots, as much as it takes to kill the first enemy introduced. God help you if there are two of them. Shooting at targets while moving and dodging obsticles is hard enough, but when the reward for successfully doing so is minimal, it shifts focus to attacking the most dangerous enemy in the area first, which would be fine, but again, before long the level designs become such that you cant see what's coming, leading to more reliance on memory.

It all ends up feeling like its pulling in two different directions. On the one hand, you have the need to traverse the level, kill enemies, beat your best time, and look cool doing so, but on the other you have this whole resource management aspect that, frankly, takes more from the game then adds to it. Balancing these two might be possible if you could see what's ahead and plan your moves accordingly, but again and finally, you can't unless you've played the levels enough to have memorized a good deal of them, and I just don't find that fun.

But you might! Its definitely worth a try, but don't spend your money unless you're absolutely sure.
Posted: April 3
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132 of 174 people (76%) found this review helpful
319 products in account
19 reviews
1.5 hrs on record
This is a game clearly made by a team of people that love precision platforming games--that much is obvious, and I will always applaud any team that makes a game out of love. Unfortunately, in trying to make a unique contribution to the genre, they've added a lot of needless complication and frustration that serve only to make the game inaccessible to new players and frustrating for all the wrong reasons. The overall premise is great, and the visual style is very fresh, but being that this is a precision platformer, the devil's always in the details.

First off, while the controls themselves are serviceable, and I feel like I could learn them just fine given the practice, the "rules" for how I interact with the world feel a little loose. Hands down the number one cause of failure I experienced was accidentally performing wall climbs when I meant to perform wall runs, and vice-versa. This interaction is controlled entirely by the angle your mouse is at as you approach it--point mostly straight-on to run up the wall and at an angle to run along it. Unfortunately, being a little too far one way or the other can mean you do the entirely wrong thing, wasting a substantial amount of boost bar at best or dying at worst. This was particularly frustrating when almost every wall in the game is blatantly placed for either climbing or running but not both--I knew what I wanted to do, the game knew what it wanted me to do, but the difference of a few degrees wrecked everything. Again, I know these aren't problems a pro would ever deal with, but as a ♥♥♥♥♥ I'd appreciate some fudge room--maybe let walls that I'm "supposed" to run across fudge the angle a bit so I only run across them unless I come at them really straight. I know I'm a ♥♥♥♥♥, I won't ever get an anywhere near "good" time on a level without busting my ♥♥♥, but I'd rather fail because I made a bad decision or reacted poorly, rather than because the controls are merciless.

Speaking of merciless, I'm having a hard time seeing how it helps the game more than it hurts to have a limited boost bar. I mean, I can only assume it's limited because so many other games with similar mechanics have limited boost bars, but did the team ever stop to ask whether it was really necessary for THIS game? Any wall that's longer than one bar's-worth of boost has a full-boost-refill powerup halfway across it anyway, and I can still only jump once more in the air regardless of how much boost I have, so what does it hurt? The only thing that would be lost is limiting my ability to run straight up walls, but that's already taken care of in the level design--there aren't any walls that I could "cheat" by having unlimited boost, and if there were, putting a limit on specifically running up walls seems like a better solution. At the end of the day, the only thing the limited boost bar does is send rookies and experimenters plummeting to their deaths when they run out of meter mid-jump because they were a little inefficient--would it be so bad to let them finish the level anyway and just give them a D, rather than let them make ZERO progress?

The inclusion of enemies and shooting mechanics was an interesting one, but there were a number of details to it that were just baffling. First, I still have zero understanding of when enemies shield and when they don't. The fact that they seem to put up a shield when I KILL them rather than when I'm fighting them makes zero sense, as does the rules for when they revive. Is it on a timer? Is it when I get more than a certain distance away? I even encountered an enemy that chases me constantly with a shield up that never goes down until I get hit by it--that simply felt like a glitch, because I couldn't figure out any other way to deal with that enemy, which was a jarring break in the flow of the game. Perhaps the most needlessly frustrating enemies were the invincible missile-launchers that constantly fire persistent but destructible homing missiles. Why, of all enemies, would THIS be the one that I cannot destroy--the one enemy that I don't have the option of outmaneuvering and escaping? The enemy that, uniquely, can attack me from behind if I try to outrun it? In a game all about speed and agility, having an enemy that would EVER force me to stop, turn around, and shoot down an incoming missile seems like a mismatch. Really, the enemies are mostly fine, there were a few that made me question how much thought went into their design.

Perhaps the biggest frustration: why are there limited retries? I understand that If I were actually good at this game, I wouldn't need any retries at all, but I'm not, so I'm perfectly happy just trying to finish the level AT ALL and collect my D-rating. They were smart to include both static and custom checkpoints, AND a one-button instantaneous reset (which is great, and I think it should be standard to the genre) but a limited retry system on top of that serves no purpose but to frustrate the players that need retries the most. And then, paradoxically, the reward you get for getting high ratings on levels is... more retries! Does it make much sense that I only get more retries by proving I DON'T need them?

Lastly--and this is a minor quibble--while I found the little story wrapper that they came up with compelling, the monologues between levels had a little TOO much navel-gazing for my tastes. I always appreciate having a bit of narrative to chew on, but they might have been better served by going for something a little more understated.

Ultimately, I do respect this game for the love that went into making it, but because of its unusually unforgiving systems and somewhat scatterbrained design, I can't recommend it to anyone but diehard precision-platforming fans.
Posted: June 22
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45 of 55 people (82%) found this review helpful
194 products in account
3 reviews
12.8 hrs on record
This game is absolutely my jam. Most people will liken it to either Mirror's Edge or a Sonic game, which are both appropriate, but for some reason this game to me feels exactly like a 3D Megaman X game should. The atmosphere, soundtrack, and moveset all work well (for the most part) and make a very compelling product.

Ordinarily, I strongly prefer using a gamepad to play action games like this. However, at the time of this review, Cloudbuilt doesn't have full controller support. The team says they're working on it, but honestly I think it may be for the better that it doesn't support gamepads yet. The level design is heavily dependent on the user's ability to control the camera quickly and precisely while jumping, and I could see a bad gamepad interface design making the already brutal difficulty level of the game even worse. Better that they take their time to make the feature perfect.

Speaking of the level design, as I say above, the levels are extremely difficult. This is definitely a speedrunner's game, with the goal of each stage being to get from the start of the level to the end as fast as possible. However, the levels provide many ways around obstacles, and clever players should be able to find still more ways to get through. In the fairly rare instances where there is only one path forward, the game unfortunately makes that path unnecessarily punishing with enemy/obstacle placement that usually means instant death if you make any mistake.

The game also makes some weird design choices. You have a limited number of lives for doing stages (if you run out you have to restart the stage from the beginning instead of checkpoint), which is unusual in modern games of this ilk. But what's weirder to me is that you increase this limit by completing stages with good rankings. Basically, the way to get more lives is to not need them. Enemies take a lot of effort to kill in this game (some are indestructible, and others have shields), but can often be disabled fairly easily once you know the trick. The point here seems to encourage the user to find other ways past the enemies, but when the game throws several of them at you it can be very difficult to figure out how to proceed, especially after a checkpoint where losing a life may mean having to redo the first part of the stage.
Posted: March 22
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31 of 47 people (66%) found this review helpful
2,153 products in account
828 reviews
2.3 hrs on record
Cloudbuilt could've been great if it wasn't for the stationary enemies. Maybe I was expecting a third person Mirror's Edge here, but let's me tell you that it's not. Platforming feels great, especially if you can pull of some neat little tricks, but enemies and some nasty obstacles just stop you in your tracks every now and then, and you suddenly have to think about how to avoid them as soon as possible, and in the best way possible, without taking any damage.

The graphics are lovely, even if it distracts just a little bit but I can't complain about the audiovisual experience too much here. That's all just fine.

I hoped I could play yet another virtual parkour runner with Cloudbuilt, but by adding enemies it became more than that. And I'm sorry to say that I'm not a big fan of that. Lower your expectations (if you have any) and you might just have a good time with it.

[Rating: 68/100]
Posted: May 21
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