When playing Vivid World on Linux, you may encounter issues with drag operations not functioning correctly.
This bug may affect all Unity-based games running on the latest engine via Proton.
The issue has been resolved in the latest Proton update (version 10.0-3), which is currently available as a Release Candidate (RC) build.
If you’re playing Vivid World on Linux and experience drag-related problems, we strongly recommend opting into the 10.0-3 Release Candidate Beta.
To access the Proton 10.0-3 Release Candidate build, please follow these steps:
In your Steam Library, search for Proton.
Right-click Proton 10.0, then select Properties.
Under the Betas tab, choose the Release Candidate build.
In your Library, search for Vivid World, right-click it, and open Properties.
Under the Compatibility tab, force Proton 10.0-2 (the name may not yet display as 10.0-3).
Restart Steam, then launch the game to test.
Unfortunately, we must note that Vivid World does not officially support Linux.
We appreciate your understanding that other issues may still occur in this environment.
Thank you for your continued support, and we hope you enjoy Vivid World!
It's been a long road. We started in 2020 in the middle of the pandemic, with the idea of creating a simple way to play RPGs online. And today, more than 5 years later, we are launching Multiverse Designer. Much has been done, but we still have many things to do.
We already have almost 10,000 assets, we have Criteria, our rules creator, we have cutscenes, rain, snow, avatars, texture editors, lights and faces, splines, forests…
And we also have a place to go: our next big goal is the Asset Spawner, which will automatically populate the maps.
But most importantly: we need you. We want to hear from the community and we have been doing so since the launch of our Kickstarter. Send suggestions, bugs, ideas, and criticisms! All will be read and we will act on them.
Lastly, and always, we want to thank our backers, who believed in us. You will always be in our hearts!
The Toopan Games Team
You won't need to download different apps depending on if you're a player or a GM. Multiverse Designer releases as a free app that will be the Player Edition; you can upgrade to one of the GM Editions (3 versions which allow you to have up to 4 players, 6 players, and Unlimited players) with an in-app purchase. For your convenience we're bringing you here the FAQ we have created to explain how these versions work.
What can I do with the Player Edition?
You can join other people's games (as long as there are available guest seats), but you can't create online multiplayer games. You can use the Map Creator and Cutscene Editor and access the entire library of 3D assets, but you can't save maps with more than 50 assets.
What is a guest seat?
The Player Edition of Multiverse Designer allows a player to join games created by an owner of any of the Multiverse Designer Game Master Edition DLCs. When a player with the Player Edition joins a game, one of the available Game Master's guest seats will be occupied. If there are no more guest seats available, it will not be possible for the player to join the session. Game Master editions owners can join a game without using a guest seat.
A Practical Example
Suppose Freddie bought the game with 4 guest seats. He starts a network game. John, Paul, George, and Ringo only have the Player Edition; they log in and start playing. Suddenly, John needs to leave, but he calls Mr. Dickinson to join. Mr. Dickinson also has only the Player Edition, but John's guest seat is now available, so Mr. Dickinson can take it for himself. Now, another friend of theirs, Mr. Jagger, tries to join with the Player Edition. Alas, he's denied entry because Freddie is using all four of his guest seats. But Mr. Jagger really wants to join the game, so he goes and buys a Game Master Edition DLC. Now he doesn't count as a guest, so he can immediately join the game.
Minor patch that hopefully increases performance/FPS and reduces the strain on GPUs. Also addeded a new feature to defeat the pesky pidgeons.
Some objects that caused significant drop in framerate has been redone.
Unnecessary clutter has been removed.
Added a new feature to deter thieving pidgeons. The autosprayer has 3 levels, where the third level will always fire at a pidgeon attempting to steal.
We're releasing yet another hotfix. The list of changes is as follows:
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Hey everyone! 👋 Matt here...
I’m working on these fixes today and will try to push an update later today or early tomorrow. Thanks a lot for your patience and all the reports, they help a ton! ⚒️ and of course thanks a lot for the good reviews supporting the game I will work hard to be able to leave mixed reviews territory, but it seems complicated to convince the bad reviews already out there.
I am working on this :
Items that sometimes disappear from the camp chest.
A dialogue bug that prevents some players from progressing — hard to replicate, but under investigation.
Enemy loot that occasionally vanishes after combat.
Add markers to show loot bags or dead enemies that dropped items on the ground.
Improve loot pickup timing right after enemies die (shorter delay).
Building loading distance — improving how buildings load in large cities so they appear from farther away.
Location detail improvements will be addressed later once current fixes are completed.
Interaction prompts showing up on characters that can’t be talked to — removing those messages.
Missing icon showing dry grass cost for camp buildings during placement.
Keyboard fixes for other languages (non-English layouts).
Missing helmet merchant — investigating and fixing their spawn issue.
Checking bugs related to cooking food to ensure proper functionality.
Thanks again for all your reports and patience ⚒️
In this video the Toopan Games team plays an encounter in Multiverse Designer: a barbarian, a wizard, and a paladin against a mighty wyvern! Who will prevail?
Welcome to the biggest update to date!
You can now battle against your friends in the new Online Versus mode! This works cross platform for Itch/Newgrounds/Steam users :)
Re-did the entire arcade menu which is now easier to navigate and has a new game mode!
Triple Terror is a new arcade game mode that plays the same song 3 times, each time faster and faster.
Opponents in Triple Terror are better dancers than Easy or Hard, watch out!
Made the hazards in mountain and swamp area slow you down
Added VFX for the stinkbomb
Made Levar's dance arena fancier with a music visualizer
Added a "News" section of the title screen for past and future updates
Note trail setting for disabling the trails notes spawn
Changed colors of letter grades
Changed letter grade system to reflect maximum score of the difficulty you're playing on instead of total possible score
Aligned the note charts to the music better
Extras -> Report card works better now
Fixed bug with the fast bee in Bumble Peaks
Fixed bug with the flowers in Bumble Peaks, they grab you properly now
Fixed bug with Beela's dances moves
Now we're going to be working on 6 new bees coming via the Airport! More songs, more bees, more fun coming soon. It's not clear when it will be ready, but we'll keep you updated!
Greetings!
The Dark Swamp playtest is now closed. We greatly thank everyone who participated in the Dark Swamp crash testing. We gained a lot of important feedback of the new content that we are using to make it more fun and exciting.
We also took this chance to update our Goblin's Die Demo before bringing it back. Here is a list of things that have changed since the previous version:
Additions:
Enemies now STAGGER when they are successfully parried
Instanced meshes are now applied to boost performance
Players can now see their precise location on the world map
Food buff durations have been highly raised
Single player experience contains less enemies so it is more manageable
Enemy jumping is more reliable
Enemy / NPC turning animations
Light enemy stat / loot balancing
Lights and post processing rework
General optimization and misc level polish
Fixed issues:
Blazing Dragon Turtle's fire breath causes proper fire damage now (instead of nature)
Unarmed attacks now do the correct 10 damage instead of 20
Banner and trap altitude is now correct when placing at max distance and hovering something higher up
Alive enemies can no longer trigger traps and pass along the effect to dead enemies nearby in some cases
Once Blazing Dragon Turtle loot has been opened but un-looted, it can now be opened again
Have a fun week, little gobbos! ^o_o^


