* For details on enabling the beta, please visit this page.
Welcome back for another beta patch of Poly Bridge, engineers. We have a lot of great new features and bug fixes for you so let's dig in!
New World: 80s Funland
We've unlocked 12 new levels with some challenging puzzles. Many of these levels aren't traditional bridges, but we feel a large portion of the fun of Poly Bridge is about having few limitations and supporting unique challenges. We have more levels in development, expect new worlds soon! Also, the decorations are currently all the same between levels, we're going to be adding a few more layouts before we push the build public.
Sandbox/Workshop
Many sandbox bugs have been fixed as detailed below. One important thing to note; if you'd like to update your current Workshop Level you will have to submit it again and delete the old one to remove your solution from the thumbnail and ensure the budget, materials, and event orders are saved properly. We are looking to integrate the Steam Workshop in-game browser in the near future to make this process smoother.
New Features
Campaign: Online Stats! Histograms! See how well you fared against the crowd.
Name (and rename) your save files!
Pause the simulation by dragging the speed slider or with the 'P' key.
Five new Sandbox vehicles: Taxi, Police Car, Tuk-Tuk, Sports Car, Little Bug
Guide: Plenty of useful tips and tricks. Hosted here and viewable in-game with the Steam Overlay.
New Option Toggle: 'Colour Blind Mode': Stress Colours appear as White-Grey-Black instead of Green-Yellow-Red.
Bug Fixes
Replays: Changed aspect ratio to 16:9 and fixed Mac replays coming up as grey.
Hydraulics: Hydraulics no longer move out of order.
You can no longer both fail and succeed a map simultaneously.
Migrated progress to Steam Cloud; this should now carry over between computers with the same SteamID.
Sandbox: Removed solution thumbnail from new Workshop submissions. Now displays level without solution as expected.
Sandbox: Fixed save bug caused by deleting objects and a related bug where the win screen wouldn't always appear.
Sandbox: Workshop maps will now load material/budget limits and the order of events correctly.
Sandbox: Lots of small things, more to come!
Improvements
Upgraded game engine to Unity 5
Camera remembers last positions now!
Removed Sandbox and World locks. Play how you want.
Suspensions: Improved stability overall and added functions to change parameters on suspension cord's shape.
Increased strength of Suspension by 50%.
Raised the budget of 'Ancient Ruins - 24m Low Budget Overpass' slightly.
Increased transparency of water.
Increased speed of boats.
Swapped '14m Double Jump' and '40m Double Monster Jump' levels. See Next Update section below for more info.
Tweaked hydraulic % display, hopefully for the last time!
Increased the weight of the Ice Cream Truck by almost 15%.
Known Issues
There is currently a known issue with Unity 5 that causes the UI to disappear if you adjust your resolution in game. After setting your resolution, make sure to press 'Enter' on your keyboard to confirm the new resolution. You can then exit the game manually with Alt+F4 (or Command+Q on Mac). Load Poly Bridge again and your resolution should be updated. If you need to manually adjust your resolution instructions can be found here.
Next Update
As you can see above we swapped two level's positions on the World Map. We did this because we received a great deal of feedback about the difficulty curve suddenly increasing on '14m Double Jump'. Next update we're looking to do a complete re-organization of the existing levels as well as implementing at least twelve new levels. These changes should not impact your save files or each levels Completed/Under Budget status. We are aiming to make the difficulty curve more gradual and less jagged.
We also look to include the clipboard you've all been waiting for. Yes that's right: copy, paste, and flip! Build massive structures with ease.
Ongoing work will be done in the Sandbox/Workshop area, adding more content, implementing player requested features, and overall improving the experience of sharing levels across the Steam Workshop. And, as always, more bug fixes coming with each patch.
Suggestions
Please help us improve the game by reporting bugs and relating your feedback and suggestions. You can do so via the in-game Feedback tool, on our Steam Forums, or by email.
Every bridge needs support, thank you for supporting us during Early Access!
* For details on enabling the beta, please visit this page.
Welcome back for another beta patch of Poly Bridge, engineers. We have a lot of great new features and bug fixes for you so let's dig in!
New World: 80s Funland
We've unlocked 12 new levels with some challenging puzzles. Many of these levels aren't traditional bridges, but we feel a large portion of the fun of Poly Bridge is about having few limitations and supporting unique challenges. We have more levels in development, expect new worlds soon! Also, the decorations are currently all the same between levels, we're going to be adding a few more layouts before we push the build public.
Sandbox/Workshop
Many sandbox bugs have been fixed as detailed below. One important thing to note; if you'd like to update your current Workshop Level you will have to submit it again and delete the old one to remove your solution from the thumbnail and ensure the budget, materials, and event orders are saved properly. We are looking to integrate the Steam Workshop in-game browser in the near future to make this process smoother.
New Features
Campaign: Online Stats! Histograms! See how well you fared against the crowd.
Name (and rename) your save files!
Pause the simulation by dragging the speed slider or with the 'P' key.
Five new Sandbox vehicles: Taxi, Police Car, Tuk-Tuk, Sports Car, Little Bug
Guide: Plenty of useful tips and tricks. Hosted here and viewable in-game with the Steam Overlay.
New Option Toggle: 'Colour Blind Mode': Stress Colours appear as White-Grey-Black instead of Green-Yellow-Red.
Bug Fixes
Replays: Changed aspect ratio to 16:9 and fixed Mac replays coming up as grey.
Hydraulics: Hydraulics no longer move out of order.
You can no longer both fail and succeed a map simultaneously.
Migrated progress to Steam Cloud; this should now carry over between computers with the same SteamID.
Sandbox: Removed solution thumbnail from new Workshop submissions. Now displays level without solution as expected.
Sandbox: Fixed save bug caused by deleting objects and a related bug where the win screen wouldn't always appear.
Sandbox: Workshop maps will now load material/budget limits and the order of events correctly.
Sandbox: Lots of small things, more to come!
Improvements
Upgraded game engine to Unity 5
Camera remembers last positions now!
Removed Sandbox and World locks. Play how you want.
Suspensions: Improved stability overall and added functions to change parameters on suspension cord's shape.
Increased strength of Suspension by 50%.
Raised the budget of 'Ancient Ruins - 24m Low Budget Overpass' slightly.
Increased transparency of water.
Increased speed of boats.
Swapped '14m Double Jump' and '40m Double Monster Jump' levels. See Next Update section below for more info.
Tweaked hydraulic % display, hopefully for the last time!
Increased the weight of the Ice Cream Truck by almost 15%.
Known Issues
There is currently a known issue with Unity 5 that causes the UI to disappear if you adjust your resolution in game. After setting your resolution, make sure to press 'Enter' on your keyboard to confirm the new resolution. You can then exit the game manually with Alt+F4 (or Command+Q on Mac). Load Poly Bridge again and your resolution should be updated. If you need to manually adjust your resolution instructions can be found here.
Next Update
As you can see above we swapped two level's positions on the World Map. We did this because we received a great deal of feedback about the difficulty curve suddenly increasing on '14m Double Jump'. Next update we're looking to do a complete re-organization of the existing levels as well as implementing at least twelve new levels. These changes should not impact your save files or each levels Completed/Under Budget status. We are aiming to make the difficulty curve more gradual and less jagged.
We also look to include the clipboard you've all been waiting for. Yes that's right: copy, paste, and flip! Build massive structures with ease.
Ongoing work will be done in the Sandbox/Workshop area, adding more content, implementing player requested features, and overall improving the experience of sharing levels across the Steam Workshop. And, as always, more bug fixes coming with each patch.
Suggestions
Please help us improve the game by reporting bugs and relating your feedback and suggestions. You can do so via the in-game Feedback tool, on our Steam Forums, or by email.
Every bridge needs support, thank you for supporting us during Early Access!
PAX Prime 2015 is happening in just a few days in Seattle, WA.
We'll be exhibiting the game as part of the Indie MEGABOOTH, showing Poly Bridge in the Minibooth on Friday and Saturday only! (August 28-29)
Contest time!
To celebrate our first public showing of Poly Bridge, we'll be running a competition to win a unique hand-painted miniature of the Surfer's Van, only one exists in the world so here's your chance to grab a piece of history in the making!
The contest will be in the form of a "lowest budget" competition, giving each participant 10 minutes on a never before seen level to come up with the cheapest design that can get the vehicles across.
We also have a bunch of t-shirts to give away, and of course you'll get to meet some of the members of the team, so come say hi!
Artisan made 3D print, hand-painted and enclosed in an acrylic display cube
PAX Prime 2015 is happening in just a few days in Seattle, WA.
We'll be exhibiting the game as part of the Indie MEGABOOTH, showing Poly Bridge in the Minibooth on Friday and Saturday only! (August 28-29)
Contest time!
To celebrate our first public showing of Poly Bridge, we'll be running a competition to win a unique hand-painted miniature of the Surfer's Van, only one exists in the world so here's your chance to grab a piece of history in the making!
The contest will be in the form of a "lowest budget" competition, giving each participant 10 minutes on a never before seen level to come up with the cheapest design that can get the vehicles across.
We also have a bunch of t-shirts to give away, and of course you'll get to meet some of the members of the team, so come say hi!
Artisan made 3D print, hand-painted and enclosed in an acrylic display cube
It has been an amazing two months! We've put out three patches so far and we're working hard on the next. We know many of you were expecting a new patch around now but we've had a few hiccups that have set us back a little. We don't want to release a new patch until we're certain everything is ready for you. Don't worry though, there are lots of great new things to look forward to.
Upcoming
Next Patch
New Campaign World: 80’s Funland, with twelve new levels!
A guide with plenty of detail and tips.
Most major Sandbox issues fixed.
New Vehicles.
No more 'Online data not available', see how you did compared to the crowd with fancy histograms!
Coming Soon
More tools: Measuring tape, copy, paste, and mirror.
Sandbox overhaul with new assets and more functionality
Ongoing bug fixes.
And more!
PAX Prime
We're on our way to PAX Prime in Seattle Aug 28-31 where we'll be running a competition to win a very special one-off hand painted Poly Bridge miniature. There will also be t-shirts, and of course you'll get to meet some of the members of the team. More details to follow soon.
Thank you
Thanks so much to our great fans who have been very by helpful reporting bugs and giving us ideas and feedback. Please keep them coming on the Steam forum or on reddit at r/Polybridge.
It has been an amazing two months! We've put out three patches so far and we're working hard on the next. We know many of you were expecting a new patch around now but we've had a few hiccups that have set us back a little. We don't want to release a new patch until we're certain everything is ready for you. Don't worry though, there are lots of great new things to look forward to.
Upcoming
Next Patch
New Campaign World: 80’s Funland, with twelve new levels!
A guide with plenty of detail and tips.
Most major Sandbox issues fixed.
New Vehicles.
No more 'Online data not available', see how you did compared to the crowd with fancy histograms!
Coming Soon
More tools: Measuring tape, copy, paste, and mirror.
Sandbox overhaul with new assets and more functionality
Ongoing bug fixes.
And more!
PAX Prime
We're on our way to PAX Prime in Seattle Aug 28-31 where we'll be running a competition to win a very special one-off hand painted Poly Bridge miniature. There will also be t-shirts, and of course you'll get to meet some of the members of the team. More details to follow soon.
Thank you
Thanks so much to our great fans who have been very by helpful reporting bugs and giving us ideas and feedback. Please keep them coming on the Steam forum or on reddit at r/Polybridge.
This update focuses primarily on some key features and changes that players have requested, as well as fixing many of the recurring bugs you might have been seeing.
Important!
The default control scheme has changed! You can view and change the controls in the Options menu at any time.
Toggle Simulation = Space Bar Toggle Tool Wheel = T
New Features
Hydraulic Controller: Allows you to set how far a hydraulic piston contracts or extends
Steam Cloud: All save files are now using Steam Cloud so they are shared across devices
Customizable Keys: You can now customize your own key mapping
In-range Joints Visualizer: You can now see which joints will be in-range of a newly created joint at the current mouse position
New track! Our awesome composer, Adrian Talens, has just finished work on another track, it's in-game and you can also listen to it now on Soundcloud.
Bug Fixes
Level loading transition bug (aka: double-level bug), which would also cause the UI to disappear
Under-budget levels not marked correctly in some cases
Under-water exploit (sorry, no more driving under water!)
Static Joints move exploit
Infinity road exploit
Save files sometimes not working
Improvements
Joint Stress colors improved, now using HSV and not RGB
Ability to delete save files
GIF replays now look much nicer (if you have anti-aliasing enabled)
Online Gallery
We've also done more work on our new Online Gallery website, which you can view at http://gallery.drycactus.com/ Any new submissions will go to the new gallery, as the old one is being phased out.
You can now log-in with you Steam account to view your own submitted replays, and to comment and vote on yours and others submissions.
The Online Gallery now also stores the stats of the replay, such a level, max stress, budget, etc.
We'll be doing more work on the Online Gallery to implement player requested features, such as Official Competitions, and storage of the actual save-files so that you can "import" a bridge design into the game from a user submission and mess around with it.
Next Update
Just so you know what the plans are for the next update, which you can expect before the end of August, we're now hard at work on drastically improving the Sandbox, as well as knee deep into level design, so expect to be challenged by some more crazy levels soon!
Suggestions?
As always, please help us improve the game by reporting bugs and giving us your feedback and suggestions. You can do so from within the game's "Feedback" menu, or here on the Steam forums, or even by email if you prefer.
Thank you very much for your support during our Early Access period!
This update focuses primarily on some key features and changes that players have requested, as well as fixing many of the recurring bugs you might have been seeing.
Important!
The default control scheme has changed! You can view and change the controls in the Options menu at any time.
Toggle Simulation = Space Bar Toggle Tool Wheel = T
New Features
Hydraulic Controller: Allows you to set how far a hydraulic piston contracts or extends
Steam Cloud: All save files are now using Steam Cloud so they are shared across devices
Customizable Keys: You can now customize your own key mapping
In-range Joints Visualizer: You can now see which joints will be in-range of a newly created joint at the current mouse position
New track! Our awesome composer, Adrian Talens, has just finished work on another track, it's in-game and you can also listen to it now on Soundcloud.
Bug Fixes
Level loading transition bug (aka: double-level bug), which would also cause the UI to disappear
Under-budget levels not marked correctly in some cases
Under-water exploit (sorry, no more driving under water!)
Static Joints move exploit
Infinity road exploit
Save files sometimes not working
Improvements
Joint Stress colors improved, now using HSV and not RGB
Ability to delete save files
GIF replays now look much nicer (if you have anti-aliasing enabled)
Online Gallery
We've also done more work on our new Online Gallery website, which you can view at http://gallery.drycactus.com/ Any new submissions will go to the new gallery, as the old one is being phased out.
You can now log-in with you Steam account to view your own submitted replays, and to comment and vote on yours and others submissions.
The Online Gallery now also stores the stats of the replay, such a level, max stress, budget, etc.
We'll be doing more work on the Online Gallery to implement player requested features, such as Official Competitions, and storage of the actual save-files so that you can "import" a bridge design into the game from a user submission and mess around with it.
Next Update
Just so you know what the plans are for the next update, which you can expect before the end of August, we're now hard at work on drastically improving the Sandbox, as well as knee deep into level design, so expect to be challenged by some more crazy levels soon!
Suggestions?
As always, please help us improve the game by reporting bugs and giving us your feedback and suggestions. You can do so from within the game's "Feedback" menu, or here on the Steam forums, or even by email if you prefer.
Thank you very much for your support during our Early Access period!
As always, we roll out the update on the opt-in beta branch, keep it there for a couple of days to make sure nothing explodes, and then move it to the default branch for everyone to have.
As always, we roll out the update on the opt-in beta branch, keep it there for a couple of days to make sure nothing explodes, and then move it to the default branch for everyone to have.