I hope you all are enjoying the game as much as we are enjoying the various let's players and twitch streamers struggeling to survive in the traplands.
Don't forget to write us a Steam review with your thoughts on the game! We really appreciate it. We are also available on Discord if you have any questions our are in need support.
Improved online player prediction.
Improved online PVP.
Improved timings for Jungle boss.
Changed how coin unlock works. Unlocked doors will only be saved if you have enough coins for it. Previously it was saved if someone else unlocked it even though you could not afford it. This would later have the consequence of giving a negative coin amount.
Fix for game minimizing to taskbar after loading screen for some players.
Added native fullscreen support in options (previously only windowed-fullscreen).
Fix for player spawn bug if controller got disconnected in worldmap.
Fix for rare scaling issue with Desertboss.
Fix for particles by secret pillars being active at start.
Fix for lethal sun.
Fix for version number text being cut out on some resolutions.
Lowered load time from worldmap back to main menu.
Fix for region text-label not updating in lobby on first entering.
Minor tweaks and fixes for levels: 1-2, 1-5, 1-7, 2-1, 3-4, 3-9, 3-11.
Fix for water waves being too strong on client players in online.
The time has finally come! Patch 1.0 will go live at 10.00am PST today, 1st February.
Stereo sound added.
All traps and objects will now react to your position in the world and play sound accordingly for more immersion. We've also added a lot of new sounds to all levels to improve the experience further.
Visual improvements for all worlds.
Settings have been tweaked uniquely to match each world better. Previously this was only the case for Jungle world. All the other worlds now have a new look to them.
Big controller improvements.
We have both made them feel more smooth by lowering the input delay next to none, and tweaked the mechanics to make them feel more tight overall. One big thing we have been struggling with in the past is making the walljump feel just right. We are now very happy with it!
Greatly improved performance.
A cross the board we have increased the performance for high/mid and low end. We are thrilled to announce that Integrated graphics cards now are in our recommended minimum tier. (30fps+).
New options system
A whole new options menu have been added making it super easy for us to take any future request you may have and implement. On top of this we have also added some already requested options settings like "skip worldmap", "no player flash when jump", "vsync" and others.
New death effects
We totally reworked the death effects to feel and look better.
Levels update 1.0
All levels have gotten a retouch of sort, some very minor, some major. Some improving game feel, some visuals, some fixing previous issues.
New splash screen added
It was very much needed.
Hall of fame list was reset
Players will now be ranked according to lowest amount of deaths on all levels in combined. To climb the list, go back to a previous level and lower your death count. Then go beat the cave boss again to have your score recalculated. (Players who previously were on the list in EA will be highlighted, this will be implemented once we have more names on the list).
Operation bug squash
We have also been squashing tons of bugs with this patch. Here's a hand pick of some, though we have of course fixed many more:
Invite player issues.
Coin count mismatch online.
Collecting coins in online.
Crystal cost for activating beams.
Controllers lag in player select screen.
Trails not syncing correct online.
Buttons not syncing correct online.
Region wrong in lobby.
Hall of fame not triggering for client online.
Menu screen overlapping at rare occasions.
Invite screen menu getting stuck.
Connect to region failed du to being between certain regions (RU/RUE).
We really hope that you will enjoy these new improvements. Pleas let us know your thoughs on them.
The final countdown has started! There are only 4 days left until the big release on Friday 1st, and we hope you are as excited as we are.
Our release trailer is now up too, go check it out!
We’d also like to remind you that once Bloody Trapland 2 is released, the price will go up to $19,99/ €16,49, so now it is your last chance to get the game for the Early Access price. Don’t forget that when you buy the game on Early Access, you will also get the future Candy World DLC for free.
As time is moving rapidly towards release we wanted to bring you a quick brief on what's currently in the workings and what is coming up.
We have finished all localizations that we had originally planed. Both for Steam's store page and in game. This includes both requested languages as well as those where we've seen a high player count. We now have full support for:
We've had help of natives to translate for all languages. But as we don't master most of these languages ourselfs, please let us know if you see anything that you feel needs correction. And a huge thank you to all that helped us out with these translations already!
Game update 1.0
We have in the past been releasing smaller patches every day/week to make sure to bring you the absoult latest content at all times. Though we only officially announced them later in a summary every month or so.
But as you might have noticed we have now instead elected to hold back even with the smaller patches to instead bring you something more special for 1.0.
A lot of work has and still is going in to this one and we are super excited to soon be able to show you the final polish patch, giving you the complete Trapland 2 experience as we envisioned it.
New game trailer
A new trailer is currently also in the workings, expect it to drop within a week or so!
Feedback and Reviews
As our early days in Early Access had more issues than we ever accounted for, our review state did end up taking a beating. We have however always been as fast as we can in fixing any issues that have been brought to our attention, but sadly it's usually too late as most players don't revise their reviews once posted.
We humbly ask you to revise your reviews if you've previously experienced any issues. And also please consider leaving a review if you not yet have. We would greatly appreciate it.
The review rating is of course very important to us and plays a big part in getting new players to dive in to the Traplands.
We are also still open to any suggestions or feedback you might have. Come join us for a chat in Discord: https://discord.gg/YSuqDvk
Hello fellow Traplanders! After more than three years of development, we are happy to finally bring you an official release date.
Bloody Trapland 2: Curiosity is to be released 1st February.
Being in Early Access has been a very interesting time for us, we have gained a lot of insights both on what we did right and what we could have done differently. And looking back at it now, it's safe to say that we probably should have delayed the initial release a bit longer as our early days saw way more issues than we ever expected. And being as small team as we are, fixing the issues at the same time as adding new content took it's sweet time.
But in terms of how the game turned out in the end, it's truly been a game changer. And we are super happy with what the game has become.
From the bottom of our hearts we would like to thank all of you that have been a part of this ride, all the feedback you've provided us has had a real impact on the game. Thank you!
As a token of our appreciation, we will be giving everyone who bought the game in Early Access the first DLC, Candy World for free. We will start working on it soon after release, more on this once we have more details to share.
We will also be upping the price to €16.99 / $19.99 and equivalent in other currencies on release day.
As for the days leading up to release we are still polishing up some last things and we are super excited to soon be able to show you the improvements.
We've been hard at work polishing things up as we rapidly are moving closer to a release state. Thank you all for the feeback you have been giving us throughout, it's helped us a lot on improving upon what soon will be game version 1.0.
Please consider leaving a review and let us know how you liked the game. It means a lot to us. You can also reach us directly either here on Steams community or our discord.
Here's a recap of what we have updated as of lately
We added a brand new game mode where you take on randomly generated adventures with varried difficulties. Both using alternative levels from the Story as well as user created levels.
We have put a lot of work into making the network code feel as close to local play as possible. There is still some minor things for us to polish. But it is overall in a very good state.
Visualls and Gameplay. Seeing and hearing you play the levels has been great feedback. There might still be some minor tweaks to come, but all in all they are in a finale state.
We have taken in a lot of feeback from you and tweaked the controllers to feel more responsive and easier to use.
We've smoothened up the character animations.
We've been optimizing a lot throughout to make it run well also on lower-mid end computers.
31 in total.
Steam Trading cards
8 in total.
Localization now supports:
Spanish, Polish, Italian, French, Russian, Finnish, German, Swedish, English. Big thanks to all of you who have been helping us out with localizations.
Changelog Version 0.996:
Main menu changed to Christmas edition.
Big update made to controllers, fixed a few inconsistencies and tighten up the feel in general, they should now be in a finale state.
Big improvements made to the network code for player predictions. Pvp prediction still to be improved slightly.
Challenge mode, added world map also for online.
4-3 Extensive updated to level. Also fixed issue with one of the trampolines.
2-3 Extensive update for the beginning of the level.
1-9 Extensive update for the end part of the level.
2-1 Fixed a spike trap at the end.
4-2 Fixed a jump distance issue.
2-10 increased health of boss, now takes 5 hits to kill.
Fix for falling spikes not always killing
Fix for trampolines animation having fps drop
Fix for credits triggering multiple times. (Happened if you jumped out and in from worldmap a few times)
Fix for crash on credits screen as a result of this
Fix for carts not being removed after playing caveboss
Added new UI for worldmap. UI now recognizes and changes according to what input you are using (keyboard/xbox/ps).
Major change to the dash and slide ability. Timing requirement for doing a "max dash" has been removed. This to make it feel more consistent. However, to get the max output in terms of length, a max jump will still be required as you will reach longer. But the power of the dash will always be the same.
Slide will now be performed in the direction the character is looking even if standing position. Regardless of the move direction input.
Dash will now be performed regardless of the move direction input. Exception being when dashing out from a wallslide state.
Further tweaks were made to walljump to prevent climbing the same wall.
Further improvements were made to the player animations to make it feel smoother.
New network code for boulders and various trap prefabs, making them look and feel smoother in online play.
Fix for gold coin achievements not triggering if they were previously picked up.
Fixed an issue with boulders causing fps drop when hitting the ground.
Fixed a network issue with Boomtraps for clients, making them stutter just as they would hit the ground.
Fixed Dashing with Right Bumper. Also added Left Trigger and Left Bumper as Dash alternatives.
Level 3-6 got some minor visual fixes.
Level 3-4 Goal hitbox made bigger.
Fix for wall-dashing power sometimes coming out short on controller.
Fixes were made to Steam invites, as it sometimes did not work properly.
Fix for going back from worldmap in singleplayer could cause the menu level to load in as a black background.
Fix for dash jump sfx not triggering when not moving in a direction.