Super Cloudbuilt - Gafgar
Hey everyone,

We would just like to inform everyone here that there are some updates coming.

Due to the publishing agreement for Super Cloudbuilt ending, there are some changes that need to be done and we want to be sure to be as transparent as possible about it and keep everyone in the loop.

While we are working to finish this update, the game will be temporarily taken down from sales here on Steam, and we hope to resume sales early next year.

For all the details about Super Cloudbuilt’s future, please check out the news post here on our website:
Full New Post

If you have any questions, just write below and we’ll do our best to get back to you as soon as we can.

We’re sorry if this causes concern or issues for anyone, but we hope to turn this into a good thing in the end. So please bear with us.

Thanks for your understanding and support as always.

The Coilworks Team
Super Cloudbuilt - Gafgar
Sky Tracers, a spiritual successor to Super Cloudbuilt is now on it's way!

https://store.steampowered.com/app/862670/Sky_Tracers/

Sky Tracers is an all new rocket parkour experience, in an upgraded engine, and now in an online multiplayer setting.

If you liked Super Cloudbuilt or found promise in the mechanics or content, don't miss to check this out!

If Sky Tracers looks interesting to you, don't hesitate to add it to your wish list and share it with friends. It really helps us and the game a lot.

We'll announce more info soon and we hope to see you all on the race tracks and in the social hubs! :) For potential early access and testing, sign up and join the Sky Tracers Discord server:
https://discord.gg/EY6kKVM

Cheers,
Gafgar
The Coilworks team
Super Cloudbuilt - Sir Moongoose
Hey Everyone, just a quick fix for a bug that was pointed out to us on Twitter by @CalebAracous, see below for details.

PATCH DETAILS:
  • There was a bug with the input buffering during air dashes, where holding a direction and very quickly pressing the boost key two times would end up buffering multiple air dashes till your energy ran out unless you interrupted it with other actions. This has now been fixed and should work as expected.
Nothing super exciting unfortunately, but we like to iron-out annoying bugs like this for our fans. You can always get in touch if there are any bugs that are getting in your way of those S-Ranks!

Cheers!
Super Cloudbuilt - Sir Moongoose
The following tweaks and bug fixes have been uploaded in the latest build (2225093):
  • Fixed a crash for new users when accessing Rush Mode for the first time.
  • Improved a certain skin to make it feel more special.
  • An additional fix to input buffering in one specific case.
  • Fixed a crash in the Outfit menu.
  • Fixed a small bug with the new energy regeneration system.
  • Tiny tweaks to the amount of damage taken in various states.
Thank you for your continued support! ːHappyDemiː
Super Cloudbuilt - Sir Moongoose
The following tweaks and bug fixes have been uploaded in the latest build (2225093):
  • Fixed a crash for new users when accessing Rush Mode for the first time.
  • Improved a certain skin to make it feel more special.
  • An additional fix to input buffering in one specific case.
  • Fixed a crash in the Outfit menu.
  • Fixed a small bug with the new energy regeneration system.
  • Tiny tweaks to the amount of damage taken in various states.
Thank you for your continued support! :HappyDemi:
Super Cloudbuilt - D11Nat
If you haven't spotted this already, we were shortlisted for the TIGA Games Awards, in the Action & Adventure category!

You check out the competition here (uh-oh, Lost Legacy and Hellblade are in our category).

There's even a player's choice poll for Game Of The Year, if you're so obliged as to vote for us!

Super Cloudbuilt - CrazyNatLady
If you haven't spotted this already, we were shortlisted for the TIGA Games Awards, in the Action & Adventure category!

You check out the competition here (uh-oh, Lost Legacy and Hellblade are in our category).

There's even a player's choice poll for Game Of The Year, if you're so obliged as to vote for us!

Super Cloudbuilt - Sir Moongoose
The latest update for Super Cloudbuilt has just gone live and it's brought with it a whole bunch of extra outfits for Demi as well as some big changes to the energy system! ːSlyDemiː

There are a total of 16 new outfits in the game which you can unlock by doing things like completing certain levels, taking on challenges, collecting items, improving your Cloud Rank or by completing Rush Packs.

The outfits are all brand new and feature items like boarder jackets, goggles, eye patches, razor sharp fringes and even... rocket powered teddy bears!?

The changes to the energy system came about because we love watching our community tearing through levels but hate it when you have to come to a complete stop while you wait for your energy to recharge.

Now once your energy has started recharging, it will continue to recharge as long as you don't try to spend any energy, this means that you can jump from platform to platform or wallrun without pausing the energy regeneration.

We think this change makes the whole game feel more fluid and opens up new exciting techniques, we’re excited to see how it could impacts the leaderboards!

As well as the above, the following tweaks and bug fixes have been uploaded in the latest build (2130726):
  • The small Arachtoids have changed their style too and are now sporting a new yellow paintjob.
  • There has been a tweak to how vertical wallruns interact with 90 degree corners to make it a bit more stable.
  • The mouse sensitivity range has been increased.
  • There has been some tweaks to some of the hints and when they trigger.
  • Improved the sound ducking on a few VO lines in the Initial Entry.
  • Fixed a bug with the Inventory UI where the controller input could sometimes could get locked after having an item selected that was used.
  • There are now a few more places where tutorial hints can be shown outside the tutorial.
  • When the player is in a Resistor Field the drain VFX that were previously only the floor are now applied to the jetpack to make it clearer when you are affected by it.
  • The Call and Initial Entry tutorial levels have had some tweaks to help players that might get lost.
  • A few minor tweaks to the level geometry in the Call tutorial level to make some areas a bit easier to navigate.
  • The buggy smoke pillar VFX from the small drones is now fixed.
  • There have been a few tweaks to high speed wall impacts, as it could feel quite underwhelming at times and not representing the force that was displaced.
  • The Pulse Core path lines are now visible!
  • Improved the input buffering in certain situations.
  • Improved a few edge interactions in the Regrowth level.
  • Hints about shooting something will now be hidden when they are not relevant anymore.
  • A few lines in the tutorial area can now be interrupted by playing journal entries.
  • Added additional green shields in the early levels to encourage the use of the Burst Shot.
  • Fixed a few camera based bugs.
  • Added some guidelines to certain walls to help new players judge where they should be jumping to and from.
  • Tweaked and added more FPS lock alternatives.
  • Added an option to centre the HUD in ultra-wide aspect ratios.
  • Added an option to automatically mute the game when focus is lost.
  • Various improvements to the hints display.
  • Various level design improvements in Mistakes to avoid players getting lost.
  • Made it so that the 'Place Checkpoint' hint in the Initial Entry pauses the game if they are struggling so we can ensure new players read it.
  • Various fixes to the Outfit menu UI.
  • Improved the scaling of the DoubleID menus to work in various aspect ratios.
  • Improved language support in the DoubleID menus.
  • Various leaderboard UI improvements.
  • Fixed a rare crash when trying to download a save file from the Steam Cloud.
  • Improved the shielding of some Sniper turrets.
  • Fixed a low frequency bug which could sometimes effect Air Dashes.
  • ...and maybe a few other things
We would like to once again say thank you to our awesome community, especially those of you running the 'PublicTest' branch, who helped us find these bugs and get them fixed and tested.

Good luck unlocking the new outfits and mastering the new energy mechanics everyone!

If you run into any problems, please keep using the Troubleshooting forum to let us know.

Thank you for your continued support! ːHappyDemiː
Super Cloudbuilt - Sir Moongoose
The latest update for Super Cloudbuilt has just gone live and it's brought with it a whole bunch of extra outfits for Demi as well as some big changes to the energy system! :SlyDemi:

There are a total of 16 new outfits in the game which you can unlock by doing things like completing certain levels, taking on challenges, collecting items, improving your Cloud Rank or by completing Rush Packs.

The outfits are all brand new and feature items like boarder jackets, goggles, eye patches, razor sharp fringes and even... rocket powered teddy bears!?

The changes to the energy system came about because we love watching our community tearing through levels but hate it when you have to come to a complete stop while you wait for your energy to recharge.

Now once your energy has started recharging, it will continue to recharge as long as you don't try to spend any energy, this means that you can jump from platform to platform or wallrun without pausing the energy regeneration.

We think this change makes the whole game feel more fluid and opens up new exciting techniques, we’re excited to see how it could impacts the leaderboards!

As well as the above, the following tweaks and bug fixes have been uploaded in the latest build (2130726):
  • The small Arachtoids have changed their style too and are now sporting a new yellow paintjob.
  • There has been a tweak to how vertical wallruns interact with 90 degree corners to make it a bit more stable.
  • The mouse sensitivity range has been increased.
  • There has been some tweaks to some of the hints and when they trigger.
  • Improved the sound ducking on a few VO lines in the Initial Entry.
  • Fixed a bug with the Inventory UI where the controller input could sometimes could get locked after having an item selected that was used.
  • There are now a few more places where tutorial hints can be shown outside the tutorial.
  • When the player is in a Resistor Field the drain VFX that were previously only the floor are now applied to the jetpack to make it clearer when you are affected by it.
  • The Call and Initial Entry tutorial levels have had some tweaks to help players that might get lost.
  • A few minor tweaks to the level geometry in the Call tutorial level to make some areas a bit easier to navigate.
  • The buggy smoke pillar VFX from the small drones is now fixed.
  • There have been a few tweaks to high speed wall impacts, as it could feel quite underwhelming at times and not representing the force that was displaced.
  • The Pulse Core path lines are now visible!
  • Improved the input buffering in certain situations.
  • Improved a few edge interactions in the Regrowth level.
  • Hints about shooting something will now be hidden when they are not relevant anymore.
  • A few lines in the tutorial area can now be interrupted by playing journal entries.
  • Added additional green shields in the early levels to encourage the use of the Burst Shot.
  • Fixed a few camera based bugs.
  • Added some guidelines to certain walls to help new players judge where they should be jumping to and from.
  • Tweaked and added more FPS lock alternatives.
  • Added an option to centre the HUD in ultra-wide aspect ratios.
  • Added an option to automatically mute the game when focus is lost.
  • Various improvements to the hints display.
  • Various level design improvements in Mistakes to avoid players getting lost.
  • Made it so that the 'Place Checkpoint' hint in the Initial Entry pauses the game if they are struggling so we can ensure new players read it.
  • Various fixes to the Outfit menu UI.
  • Improved the scaling of the DoubleID menus to work in various aspect ratios.
  • Improved language support in the DoubleID menus.
  • Various leaderboard UI improvements.
  • Fixed a rare crash when trying to download a save file from the Steam Cloud.
  • Improved the shielding of some Sniper turrets.
  • Fixed a low frequency bug which could sometimes effect Air Dashes.
  • ...and maybe a few other things
We would like to once again say thank you to our awesome community, especially those of you running the 'PublicTest' branch, who helped us find these bugs and get them fixed and tested.

Good luck unlocking the new outfits and mastering the new energy mechanics everyone!

If you run into any problems, please keep using the Troubleshooting forum to let us know.

Thank you for your continued support! :HappyDemi:
Super Cloudbuilt - Sir Moongoose
The following tweaks and bug fixes have been uploaded in the latest build (2031386):
  • Improvements to the 'New Information' lights on the Instruction Terminals.
  • Various improvements to the Ranked Mode menu, such as remembering the last challenge you attempted when returning from a challenge.
  • Various improvements to the Outfits menu, such as highlighting the currently equipped Outfit when entering.
  • Improved Demi animations on the Outfit menu.
  • Improvements to the Challenge Completion screen, including more satisfying S-Rank awards and the ability to speed up the whole animation.
  • Camera improvements, particularly when close to ceilings.
  • Drop Mine improvements.
  • Improved resolution list filtering.
  • Improved UI Feedback when you try to place a Checkpoint while not carrying any.
  • A minor tweak to the Gun Hunter AI.
  • Various Achievement fixes: The Dead Baron, Ruthless, Quick On Your Feet and An Inner Journey
  • Various fixes for Outfit unlocks
  • Restarting a challenge mode now resets your deployable checkpoints to 1.
  • Resource Management improvements while the game is minimised.
  • Various improvements to the Hint Strings in the tutorial levels.
  • Fixed a bug with the ending area of Beacon Challenges.
  • Improved messaging when picking up the Fog Core item in the Another Way level.
  • More robust AVX Checks for advanced SPU instructions.
  • Wall spikes will no longer kill you during Fragile challenges.
  • Fixes and improvements for the Super Weapon item.
  • Improvements to the level flow of the Initial Entry level.
  • Various collision tweaks in the Initial Entry level.
  • Removed an unintended shortcut in the Reflection level.
  • Extended the total dissipation and resistor field section in Reflections to help new players.
  • Made it impossible to use powerup items in the ending areas of the levels, meaning new players are less likely to waste powerups right as they get them.
  • Fixed a rare bug with the energy recharge in Supercharge challenges.
  • Fixed a audio bug with the dash charging SFX.
  • Various improvements to the Inventory screens.
  • Improved the signs and feedback in the Items menu for items that can be unequipped.
  • Fixed some VO that wasn't being triggered in the Initial Entry.
  • Various fixes for Simplified Chinese support.
  • Improved the challenge tutorials with some hint strings which pause the game allowing players to read and understand what is being taught.
  • Extended the pathfinder challenge tutorial to ensure player learn the rules better.
  • Visual improvements to the Another Way level.
  • Improvements to the instruction terminals in the hospital.
  • A whole host of improvements across the board for the UI in various aspect ratios. This includes much better support for ultrawide resolutions (although the DoubleID menu is still stretched - fix for this soon).
  • Improvements to the in-game HUD in ultrawide resolutions.
  • Fixed a bug with a frame perfect input that could be missed in a very rare case.
  • Fixes for the Arachtoids reset behaviour on respawns
  • Improvements to the resolution setting in the video options. The list should now be more complete and feature the aspect ratio.
  • Boosted the pickup radius of the Beacons in beacon challenges to make them a bit easier to collect.
  • ...annnnnnnd a few other things
We would like to once again say thank you to our awesome community, especially those of you running the 'PublicTest' branch, who helped us find these bugs and get them fixed and tested. We hope you are all having fun perfecting your runs and tearing up the leaderboards in Super Cloudbuilt! If you run into any other problems, please keep using the Troubleshooting forum to let us know.

Thank you for your continued support! ːHappyDemiː
...

Search news
Archive
2025
Apr   Mar   Feb   Jan  
Archives By Year
2025   2024   2023   2022   2021  
2020   2019   2018   2017   2016  
2015   2014   2013   2012   2011  
2010   2009   2008   2007   2006  
2005   2004   2003   2002