Dec 25, 2013
Community Announcements - Naysayer
Changed package format. (May reduce crashes on startup.)
Dec 25, 2013
Community Announcements - Naysayer
The beta has been updated. Fixes since the last beta include:

Mouse handling robustness improved; mouse drift on puzzle screen should be gone.
More-robust selection of fullscreen display modes. Fall back to windowed mode if a fullscreen mode cannot be found.
In windowed mode, the window can be resized.
(Note: -width and -height arguments will not currently affect fullscreen mode; they only affect windowed mode).
Hopefully runs on Windows XP again (not yet tested locally, but if someone out there could try it, that would be great).
Dec 25, 2013
Community Announcements - Naysayer
The new update solved some problems for some people, but apparently it created new problems for other people. So I am rolling back the main version of Braid to the old one until all problems are solved.

Among the problems introduced in the new update:

* The game no longer worked on Windows XP (this was caused by the updating of the game to the new Visual Studio 2013 compiler; Visual Studio now breaks XP compatibility by default).
* The mouse got stuck on the puzzle screen for some players, making puzzles unplayable.
* The game sometimes cannot find a good display mode for some players, whereas it found one before.

I apologize for the inconvenience. It's very hard to know what a Windows game is going to do when released to a large number of people, these days. Developing for Windows now is basically a giant disaster (Windows has become very complicated). The strategy with new versions going forward will be to minimize the amount of Windows functionality that they rely on for the game to be playable (for example, the next release will no longer attempt to go into a fullscreen display mode; it will just render to an offscreen buffer and then stretchblit that to a fullscreen window). Also, I'll test the next update much more thoroughly before releasing it as the main version.

The new update is still live on the beta branch and the password has been taken off the beta branch to make it easy for everyone to get at. New updates will be published on the beta branch until such time as they are determined to be working very well.

Expected features for next update:

* Fix XP compatibility for new version
* Render 'fullscreen' without attempting to switch display modes
* Change the way the game interfaces with the mouse, to minimize problems

Thanks for your patience and again I apologize for any inconvenience.

If the old version of the game doesn't work for you, you might want to try the beta in the meantime and see if that works better.

Dec 24, 2013
Community Announcements - Naysayer
People are wondering about the update; so far it is some bug fixes for Windows:

Fixed: Mouse creep on puzzle screens on some systems.
Fixed: December savegames said (null) instead of the month name.
Fixed: Crash due to out-of-bounds access when loading shaders, sometimes.
Took out "How to Play" menu, renamed Help & Options to be just Options.
Announcement - Valve
The Steam Holiday Sale continues today with huge savings throughout the store! Check back often to take advantage of our eight-hour Flash Sales. You can even help select what goes on sale with our Community's Choice Voting Sales.

In addition to Flash and Vote sales, more than a hundred games and apps will be featured as Daily Deals throughout the sale, with new deals popping up every 24 hours.

Today's Daily Deals include:

Participating in the 2013 Steam Holiday Sale will also earn customers exclusive Holiday Sale Trading Cards. Collect, trade, and craft 10 Holiday Snow Globe Cards that can only be earned during the sale. Every craft of a Holiday Sale badge will also generate a random item drop from 10 participating Free-To-Play games, featuring exclusive in-game items from Warframe, Path of Exile, Team Fortress 2, DOTA 2 and more. These items are both tradable and marketable.

Learn more about this year's Steam Holiday Sale features at HERE.

The Steam Holiday Sale will run until 10AM PST, January 2nd. Complete information on Daily Deals, Flash Sales, Community Choice Voting and more can be found HERE.

PC Gamer
vr1


Jonathan Blow, the outspoken developer behind indie hit Braid and upcoming puzzle game The Witness, has posted a pair of pictures hinting that virtual reality support may be coming to the Myst-alike. The images feature the unmistakable double-vision familiar from every Oculus Rift game demo, and as pointed out by an eagle-eyed commenter on Blow s site, the images are titled VR1 and VR2.



For all of the excitement around the Oculus Rift, including John Carmack s recent full-time devotion to the project, programming Rift support into games is still fairly rare. According to Road to VR, barely two dozen games have been developed with in-house Rift support.Luckily for VR enthusiasts, third-party drivers have added support to dozens more including Skyrim, Arma 2 and Mirror s Edge.



Getting to explore the lush island of The Witness with built-in VR support will be a treat, but there is a snag in this fantasy: The Witness will hit the PS4 before it comes to PC, and Sony is rumored to be launching a VR headset for its console. Still, once the work of building to VR headsets has been done, it should translate easily.
Announcement - Valve
The Steam Sale is here! Take advantage of huge savings on thousands of PC, Mac and Linux titles. Check back often to take advantage of our eight-hour Flash Sales.

Today's Daily Deals include:


Add games to your Steam Wishlist and be notified when a game from your Wishlist goes on sale, or shop for games using the Steam Mobile App, available for iOS and Android.

Be sure to check Steam every day to see new featured deals.

Announcement - Valve
Save 80% on Super Meat Boy during this week's Midweek Madness*!

Super Meat Boy is a tough as nails platformer where you play as an animated cube of meat who's trying to save his girlfriend (who happens to be made of bandages) from an evil fetus in a jar wearing a tux.

Our meaty hero will leap from walls, over seas of buzz saws, through crumbling caves and pools of old needles. Sacrificing his own well being to save his damsel in distress. Super Meat Boy brings the old school difficulty of classic NES titles like Mega Man 2, Ghost and Goblins and Super Mario Bros. 2 (The Japanese one) and stream lines them down to the essential no BS straight forward twitch reflex platforming.

Ramping up in difficulty from hard to soul crushing SMB will drag Meat boy though haunted hospitals, salt factories and even hell itself. And if 300+ single player levels weren't enough SMB also throws in epic boss fights, a level editor and tons of unlock able secrets, warp zones and hidden characters.

*Offer ends Friday at 10AM Pacific Time
Community Announcements - renaudbedard
Hi!
1.09 and 1.10 rolled out within the last 7 days, here are the release notes if you missed them :

1.10
  • Fix issue with Gomez being launched in the air in the connective rails industrial level
  • Removed stray collision tile in bell tower level
  • Added launch option for the game not to pause when exiting focus state
  • Fix issues with disabling Steamworks via the launch option (since 1.09)
  • Fix for issue with brightness control and the CMY cave (since 1.09)
  • Fixed intermittent hang while loading the final cutscene (since 1.08)
1.09
  • Music streaming thread uses much less CPU time, should drop CPU usage by 50% on most systems
  • Added brightness control in video options
  • Fixed that secret passages would lead to the wrong destination door in some circumstances
  • Removed the "Start New Game" option from the pause menu upon user request, you can still start a new game form the "Save Management" menu by clearing your current save slot
  • Fixed a crash that occurred when using the "flying" code during a warpgate transition
  • First-person view mouselook fixed to be able to scroll endlessly instead of being constrained to screen size
  • Gomez looks the right way when looking around with mouse drag
  • Back, Jump and Start keys now exit first-person view
  • Fixed that the credits would jump forwards in 720p and 1080p since 1.08
  • Fixed that the sky clouds would randomly appear too dark since 1.08
  • Fixed that the "Talk/Back" button on controllers would stop working after exiting the Steam overlay
  • Added an "Achievements" menu option for the Steam build
  • An error dialog with details and suggestions will pop up instead of silently exiting when an error related to framebuffer objects happens at load time
  • An error message will pop-up if the XInput DLL is missing due to bad install of redistributables
  • Miscellaneous CPU-wise optimizations
  • Fixed and tweaked leaderboard navigation
  • Clicking on a leaderboard entry will open the Steam overlay to that user's page

As a reminder, the best place to get timely support is on the official support site on GetSatisfaction : https://getsatisfaction.com/polytron

And in case you've been living under a rock since last week, FEZ is part of the Humble Indie Bundle 9 (alongside Trine 2, FTL, Brütal Legend, Mark of the Ninja and Eets Munchies!) and is now available on Mac and Linux through SteamPlay! That means if you've already bought the game for Windows, you may now play on Mac and Linux machines with the same license.
http://humblebundle.com

Cheers!
Aug 9, 2013
Community Announcements - renaudbedard
Hey! Somehow I never posted any update on here. Mea culpa.
You can see patch notes from earlier versions on our support page on GetSatisfaction : https://getsatisfaction.com/polytron/updates/recent

Anywho, here are the changes in v1.08, which just went live minutes ago :

- FEZ Launch Options UI (FEZ_LaunchOptions.exe) allows you to toggle non-ingame options for troubleshooting
- Added a --no-lighting launch options (accessible with the tool) which disables the lighting pre-pass, and can make the game run smoother on older GPUs
- The game now backs up your save file when finishing a playthrough to the "SaveSlotN_Ending", in case you want to recover it (e.g. if you nuke your progress by choosing Start New Game instead of New Game+!)
- 5.1 audio is now supported, in that everything will play from the front speakers; positional audio in general was balanced and tweaked as well
- Tentative fix for Framebuffer Object errors on Intel and AMD hardware
- Invert look options is now disabled by default, and renamed from "invert mouse" to "invert look" since it affects keyboard and gamepad controls as well
- Fixed the long-jump exploit that used the turn-around animation
- Fixed visual glitch when entering a door right after jumping
- Secret codes can no longer be input during level transitions, which could cause issues
- When "New Game+" is available, choosing "Start New Game" instead will now trigger a warning
- No more OpenGL background context for threaded loading, should resolve the issues that needed the --singlethreaded flag to resolve (long load times). Note that the game now performs much better with VSync set to "Application Controlled" instead of forced On
- Engine no longer soft-limits to ~58fps, no longer needs --force-60hz to hit 60fps (though the flag still results in the smoothest experience)
- Support for 120hz and other refresh rates (logic still runs at 60fps, but game will draw at whatever VSync instructs it to)
- Fixed that faraway places would show up on top of water in some circumstances
- Fixed the NullReferenceException in draw calls during loading (the Starfield bug), which more often than not resulting in a crash after choosing "Continue Game"
- Fixed that geysers tiling would break up at the top
- Credits now align correctly in 1080p
- Fixed threading-related hitch/framedrop when rotating on slower CPUs
- Fixed OpenTK crash if the driver reports a resolution with no bits-per-pixel information
- Fixed a bug where entering both codes in the telescope rooms would only spawn one cube. Please note that the fix prevents the problem from happening in the future, but save files affected by the problem cannot be fixed without manual intervention (i.e. save file hacking). Sorry for the inconvenience.
- Controls screen no longer lets you remap two actions on the same key
- Menus and intro react appropriately to remapped "escape" and "enter" keys
- UI keyboard mappings that used to be forced are now remappable via the settings file
- Fixed crash in main menu after loading save file related to leaderboards handling

As always, please use our GetSatisfaction support page to report and track issues you have with the game, it's by far the best tool at our disposal.

Thanks, and enjoy!
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