The fast paced platforming of Freedom Planet returns! Become a full-time cartoon heroine and use abilities and items suited to your play style to explore the world of Avalice and defend its animal citizens!
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January 20

State of the Game - January 2018 Edition

Hey Steam Community!

Due to confusing elements, I feel it's important to keep the community up to date on how we are doing and what we're planning to do in the future. Many seemed to have missed it but we had quite a few announcements for 2018.

First and Most Importantly: Our community has a very, very active Discord where we regularly update people first and foremost. If you want your finger on the pulse of our development, go there, hang out, and play nice.

http://discord.gg/galaxytrail

Now onto the rest!
  • We have a new Gameplay Trailer available! See more action than contained in the demo.
    https://www.youtube.com/watch?v=d9P7kOYTdk4

  • GalaxyTrail has welcomed a new developer and a new game into our fold. This game isn't going to be messing with FP2's development in any way as we're simply helping on the Distribution and Publishing end. That game is Grapple Force Rena, a side scrolling adventure with Bionic Commando and Mischief Makers style gamplay! Check it out here:

    http://www.grappleforce.com

  • Development is ongoing. We've had to push back our estimate for Q1/Q2 2019, however this is our official estimated release window. First time we've ever been pretty clear on when we'll finish the job. To anyone who expected it out in 2018, we apologize, as when we started the Greenlight we were a little overoptimistic.

  • The major reason for this time needed: THE NEW GAME IS HUGE. We're looking at 20+ levels, 4 characters, a Battle Arena, world map and hub areas filled with over 100 NPCs! Now we've been given a sedative and told to behave ourselves, so we're not going to be adding much more to our workload for the game now. But expect TONS of features.

  • Later this year we will be updating Freedom Planet 2's Sample Version into Freedom Planet 2: The Demo! We plan to feature around two additional levels and possibly some of the Battle Arena into the mix. We want you all to keep those appetites wet for the game.

  • Freedom Planet 1 will be recieving some QOL updates in the coming months, along with some bug fixes to the Demo Version. There's even more to come for Freedom Planet 1 as well, so be on the lookout for more news.
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December 19, 2017

Sample Version 1.0.6 now available!

Get ready for a new and improved demo of Freedom Planet 2! New abilities, polished sprites, Photo mode, instruction guides for each character and more! Check out our notes below for a complete list of changes from last year's public release.


1.0.6
  • The Settings menu has gotten a visual overhaul. Volume sliders have been migrated into their own submenu, Volume Settings. Filter, Screen Size and Auto Zoom have been migrated into Screen Settings along with a new option, Frame Rate, which allows you to lock the game at 60fps if you're playing on a monitor with a higher refresh rate.
  • Adjusted the way the Controls menu detects input again. It will compare the current position of each axis to its starting position.
  • Possible fix for a glitch with Milla where her cube could vanish when trying to start a Super Shield Burst and Puppy Float at the same time.

1.0.5

General
  • Guarding has been reworked a bit. It now gives you 25 frames of invincibility instead of 15. When an attack is successfully guarded, there are now audio and visual cues.
  • You can now press Attack while climbing a ladder or hanging on a bar to perform an immediate jump attack.
  • Fixed shield health overflow.
  • Fixed a problem where the player's sprite offset when grabbing onto a handlebar was based on the size of the hitbox of their previous animation.
  • The game's main font now includes a lot more ascii characters.
  • The Character Select artwork has been touched up.
  • You can no longer open chests by attacking them.
  • Added proper diagonal springs from the original Freedom Planet.
  • Fixed wonky collision with item boxes.
  • Projectiles now have 2 frames of hitstun when colliding with solids before being destroyed. Among other things, this should solve the issue with Neera's icicles sometimes not destroying item boxes.
  • When you jump from a moving platform, some of the platform's momentum is now carried over into the jump. This should make it easier to stay on platforms that are moving really fast.
  • Updated sound effects in some places.
  • Invincibility while reviving is now 4 seconds instead of 5.
Input
  • The game will now buffer guarding for 3 frames, the same as jumping.
  • Fixed a glitch in the Controls menu when using a controller with analog triggers; The game would always record "Axis 4 -" when checking for input. This was tested with a PlayStation 4 Dualshock controller and it seemed to work.
Bosses
  • Bosses no longer cause the screen to flash white when destroyed; Instead, a narrow beam of light appears. This is a bit easier on the eyes and you can actually see where you are going during boss deaths (i.e. when you're lining yourself up to collect the Star Card).
  • The timer will now stop when the Star Card is collected instead of when the stage boss's HP is depleted. This prevents being able to backtrack through the stage to collect more crystals with the Time Limit item equipped.
  • For some boss fights (including Dragon Valley), the Star Card will move to the boss's starting location when it spawns.
Display
  • If the game fails to detect the monitor's refresh rate, it will now default to 60 instead of 0.
  • Fixed a minor oversight where multiple camera objects spawned at once.
  • The game window now fits the screen horizontally intead of vertically at aspect ratios narrower than 16:9 (such as 16:10 and 4:3). This will produce black bars on the top and bottom but all game information will be visible.
  • You can now manually resize the game window.
  • You can now toggle bilinear filtering in the Settings menu, which will smooth the display and make custom screen sizes look nicer.
Pause Menu
  • Added Guide as a menu option. The Guide provides explanations for most of your character's moves as well as universal gameplay mechanics.
  • Added Photograph as a menu option. This allows you to take screenshots with the hud removed as well as alter your character's pose for the shot (if she's not performing an action). The screenshots are saved in an album in-game and can also be accessed in the FP2_Data/album folder in the game's directory.
  • Rearranged the pause menu to have two columns, to accommodate the additional menu options.
Items and Shields
  • Added Cores, which spawn from robotic enemies. They'll be used to craft Gold Gems in the final game.
  • Crystal records are no longer recorded. Gameplay elements in some stages can either have a random effect on the maximum number of collectable crystals or make it possible to infinitely grind them, which ultimately makes record keeping pointless.
  • If you have an elemental charm equipped, you'll automatically receive a matching shield orb when the stage begins or when you revive.
  • Your character now flashes when receiving shield damage. She does not flash when the shield blocks damage from the same element.
  • Shields can no longer be damaged while you are invincible or guarding.
  • Collecting a fuel tank will now give you 4 seconds of invincibility, in addition to providing Carol with her motorcycle.
Hud
  • The maximum stocks you can obtain is 9.
  • Raised the crystal cap to 9999; If your crystal count exceeds 999, the HUD will spawn an extra digit and move the crystal icon to the left.
  • Boss life bars are now spaced out evenly, and are properly hidden when the game is paused.
  • Button prompts now appear for opening chests and reviving after being knocked out.
Lilac
  • Lilac has a new Blink Dash ability, which she can use by holding down the Guard button for half a second. Its main purpose is for counter-attacking at close range and to give her guard a bit more utility. Her momentum is reduced at the end of the dash to prevent abuse.
  • Lilac's sprites have been touched up pretty significantly. Her irises are more rounded and the white parts of her outfit have been given their own softer palette instead of sharing the dark blues of her gloves and boots. Finally, her red accents are now black for greater contrast
  • New animations to replace some of the older jankier ones.
  • A new backflip animation that plays when using the Boost Breaker or when guarding in the air at lower speeds.
  • Fixed a glitch where the "windup" part of Lilac's dive kick would inherit the stats of the last attack she used, potentially allowing it to do Dragon Boost levels of damage to enemies.
Carol
  • Carol has two new melee attacks based on whether she's holding Up or Down while attacking.
  • The Wild Claw is now only triggered in the air if the player is not holding Up or Down when pressing Attack.
  • Minor sprite touchups, mainly to shrink her eyes a bit in animations where they were too big. The Jump Disc's symbol has also changed from 跳 to 飛, which sounds less mundane in Chinese.
  • Added a new "leaning forward" animation when accelerating on the motorcycle.
  • Jump disc warping has been reworked. Instead of Carol being forced along a linear path that ignores physical terrain and level boundaries, she is directed towards the disc by normal velocity. This should help cut down on instances where Carol can clip through terrain with the disc.
  • At the end of a jump disc warp, Carol retains her horizontal speed and is not affected by air drag until landing.
  • Carol's pounce no longer affects her fall speed. This should help her maintain her speed more reliably while pouncing (since previously the pounce put her at a vertical speed where air drag heavily affected her).
  • Jump strength for bikeless Carol increased from 10.5 to 12. Meanwhile, Bike Carol's jumping attack acts more like a double jump.
  • Increased motorcycle's top speed from 12 to 15 and gave it the same acceleration as bikeless Carol. (It previously accelerated slower than Carol.)
  • Getting hurt while using one of the motorcycle's power attacks no longer interrupts the animation (similar to Neera's attacks).
  • Restarting a stage no longer causes Carol to retain her motorcycle.
Milla
  • Massive work has been done on her sprites, including more polished shading and extra details.
  • Increased the damage of Milla's ground attack.
  • Cube Blaster shots do more damage, and their hitbox size is slightly larger.
  • Super Shield Burst can no longer multi-hit, but its attack power has been bumped from 6 to 10 to compensate. The intent is to make it less overpowered against bosses and bulkier enemies while still making quick work of weaker foes.
  • After using a Super Shield Burst, Milla will not be affected by air drag until landing or fluttering. This should make diagonal bursts more useful as a movement option.
  • Changed the impact sound of Milla's air attack to give a better impression of the kind of damage it can do.
  • Fixed digging so that it's no longer harder to perform at high refresh rates.
Neera
  • Neera now has a Down Special
  • Spike Traps
  • where she drops four columns of ice on the ground. The columns can damage enemies and block projectiles, and Neera can also jump on them like springs to launch herself upwards. This allows her to scale higher walls than what she can scale with a simple jump + double jump combo.
  • Staff material has been changed from wood to metal, which matches her character select art.
  • More of her animations have completed shading now.
  • Icicles do 50% more damage.
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About This Game

Join the heroes of Avalice as they face their greatest challenge yet! An ancient terror has emerged from the depths of the ocean. Merga, a water dragon from Avalice's oldest and deadliest war, has been freed from her crystal prison as a consequence of the Kingdom Stone's destruction. War is imminent once again, but this time, the heroes are split between sides. As friendships are tested, will the girls stand united when Bakunawa rises?

Features

  • Four playable characters available from the start, each with her own unique fighting style: Lilac the Dragon Girl (Speed Type), Carol the Wildcat (Brawler Type), Milla the Hound (Explorer Type), and Neera the Frost Knight (Power Type).
  • Explore the world of Avalice in Adventure mode. Travel through a sprawling world map filled with treasures, landmarks, and over 100 unique animal NPCs to interact with and catalog.
  • Dive straight into the action with Classic Mode. A streamlined navigation screen gives you quick access to stages and other important features without the need for travelling.
  • Test your fighting skills in the Battlesphere arena. Once reached, the Battlesphere hosts a variety of challenges featuring enemies and bosses you've previously encountered, along with brand new surprises!
  • Parry enemy attacks with the new Guard button. If timing's not your thing, an Auto Guard item exists in the game that makes your character automatically guard against attacks if possible.
  • A new Revival system gives you a chance to clinch victory during very close battles. Use it wisely - it costs a stock and one more hit will knock you out again!
  • Power up your heroine with customizable potions. Collect and mix a rainbow of ingredients that boost her vitality in different ways, such as increasing her stock count, shield durability, attack power, speed, and more.
  • Change the rules with a multitude of equippable items. Amulets and Charms provide helpful effects, while Brave Stones make combat harder in exchange for bonus crystals.

System Requirements

    Minimum:
    • OS: Windows XP SP2+
    • Processor: SSE2 instruction set support
    • DirectX: Version 9.0c
    • Storage: 128 MB available space
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