Hello again Engineers, another quick update today as a follow-up to yesterday's changes about how roads are simulated.
After more testing and receiving very useful feedback from the community, we're introducing a way to allow road reinforcement. This should greatly minimize the current issue of roads being over-loaded while keeping the game's balance mostly unchanged.
Before
Notice how the left piece of road is the first to break off, and the rest follows
Reinforcing road with a wooden strut
You can now place another strut on top of an existing road strut to reinforce it
After
With the load minimized on the road strut, it's smooth sailing for this van
We'll still be adjusting values in the coming days to find the best balance possible, but wanted to get this change out there to hear your feedback and ideas.
Stress Indicator
We've also added a useful stress indicator at the bottom of the screen, visible during Simulation, which shows the current highest stress value across the bridge
Thanks for your support
We highly appreciate the feedback we've been receiving, in particular we would like to thank 'I_am_a_great_magician' for his input and ideas in strengthening the new road system.
Please let us know what you think of these changes and thanks for your ongoing support during the development of the game!
Hello again Engineers, another quick update today as a follow-up to yesterday's changes about how roads are simulated.
After more testing and receiving very useful feedback from the community, we're introducing a way to allow road reinforcement. This should greatly minimize the current issue of roads being over-loaded while keeping the game's balance mostly unchanged.
Before
Notice how the left piece of road is the first to break off, and the rest follows
Reinforcing road with a wooden strut
You can now place another strut on top of an existing road strut to reinforce it
After
With the load minimized on the road strut, it's smooth sailing for this van
We'll still be adjusting values in the coming days to find the best balance possible, but wanted to get this change out there to hear your feedback and ideas.
Stress Indicator
We've also added a useful stress indicator at the bottom of the screen, visible during Simulation, which shows the current highest stress value across the bridge
Thanks for your support
We highly appreciate the feedback we've been receiving, in particular we would like to thank 'I_am_a_great_magician' for his input and ideas in strengthening the new road system.
Please let us know what you think of these changes and thanks for your ongoing support during the development of the game!
We have a quick update for you Engineers. We’re releasing this update a little earlier than usual because we want to test out a new method of calculating the physics of roads, further details below. But first, a couple new features!
Δ Achievements
Each level has a new goal 'Under Budget and Under 100% Stress'. The mark of a true engineer is building structures that can stand up to repeated use. Each level completed this way will be marked with a Δ in its tooltip and the level tile will turn blue. As before your completion stats for the Campaign are shown at the top of the World Map. Your Achievements are now viewable from the World Map and there are also new Unbreakable achievements for each World. You may have to run the last level of each World again for the achievements to register. A few budgets have been adjusted on existing levels to make them more achievable.
Steam Leaderboards
Leaderboards have been added for each Campaign level, viewable from the World Map also. When you successfully complete a Campaign level the Leaderboards will display alongside the histograms. Your own score and place will display as well as the top five. Click the ‘Friends Only’ button to see how you compare to your Steam Friends! Try to get the lowest budget and claim the #1 spot or challenge your Steam Friends and prove your engineering skill.
New Roads
The big change of this patch is a new way of simulating roads. Previously we were using some reinforcement logic but have never been happy with it, and it also opened up a few exploits to ‘cheat’ the game. The new road simulation is now more reliable and accurate, however it also offers less compressive resistance and will tend to ‘tear apart’ a bit more easily than before, which means you might find a number of your existing bridge designs won’t work anymore. Generally it’s easy enough to tweak your existing designs to work again, and often requires thinking a bit more about re-directing tensile forces away from the road and into the surrounding structure. Please let us know what you think of this change!
New Features
Two Campaign levels replaced in Snow Drift: 3-6 Up & Away and 3-14 Stop & Go
Steam Leaderboards Added
New Δ achievement for each level and World
Bug Fixes
Quick Access Wheel correctly shows available materials now
Restart events now labelled correctly in Level Info
Missing Level Names have been restored in English
Pasting and Undo/Redo will no longer generate a sound for each piece generated
Various minor bug fixes
Improvements
An ‘Are you sure?’ dialogue will come up when attempting to exit the game from within a level
When moving a joint red highlights will display when a strut is unable to move in the direction pulled
Steam Achievements and Leaderboards now visible from World Map
Various exploits removed
Next Update
The new manual and campaign world Tropical Paradise are coming along nicely but won’t be ready until next patch as scheduled. Look forward to those!
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, on our subreddit, or by email.
Every bridge needs support, thank you for supporting us during Early Access!
We have a quick update for you Engineers. We’re releasing this update a little earlier than usual because we want to test out a new method of calculating the physics of roads, further details below. But first, a couple new features!
Δ Achievements
Each level has a new goal 'Under Budget and Under 100% Stress'. The mark of a true engineer is building structures that can stand up to repeated use. Each level completed this way will be marked with a Δ in its tooltip and the level tile will turn blue. As before your completion stats for the Campaign are shown at the top of the World Map. Your Achievements are now viewable from the World Map and there are also new Unbreakable achievements for each World. You may have to run the last level of each World again for the achievements to register. A few budgets have been adjusted on existing levels to make them more achievable.
Steam Leaderboards
Leaderboards have been added for each Campaign level, viewable from the World Map also. When you successfully complete a Campaign level the Leaderboards will display alongside the histograms. Your own score and place will display as well as the top five. Click the ‘Friends Only’ button to see how you compare to your Steam Friends! Try to get the lowest budget and claim the #1 spot or challenge your Steam Friends and prove your engineering skill.
New Roads
The big change of this patch is a new way of simulating roads. Previously we were using some reinforcement logic but have never been happy with it, and it also opened up a few exploits to ‘cheat’ the game. The new road simulation is now more reliable and accurate, however it also offers less compressive resistance and will tend to ‘tear apart’ a bit more easily than before, which means you might find a number of your existing bridge designs won’t work anymore. Generally it’s easy enough to tweak your existing designs to work again, and often requires thinking a bit more about re-directing tensile forces away from the road and into the surrounding structure. Please let us know what you think of this change!
New Features
Two Campaign levels replaced in Snow Drift: 3-6 Up & Away and 3-14 Stop & Go
Steam Leaderboards Added
New Δ achievement for each level and World
Bug Fixes
Quick Access Wheel correctly shows available materials now
Restart events now labelled correctly in Level Info
Missing Level Names have been restored in English
Pasting and Undo/Redo will no longer generate a sound for each piece generated
Various minor bug fixes
Improvements
An ‘Are you sure?’ dialogue will come up when attempting to exit the game from within a level
When moving a joint red highlights will display when a strut is unable to move in the direction pulled
Steam Achievements and Leaderboards now visible from World Map
Various exploits removed
Next Update
The new manual and campaign world Tropical Paradise are coming along nicely but won’t be ready until next patch as scheduled. Look forward to those!
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, on our subreddit, or by email.
Every bridge needs support, thank you for supporting us during Early Access!
The artwork has had a major update and features a brand new fresh look, with unified colour palettes and levels of detail, which includes all the Worlds and also all the Vehicles. We’ve also included a great looking Ambient Occlusion pass which really brings out the detail and depth of the environment. The lighting and background colours have also been adjusted to better suit the colour palette of each World. The Sandbox theme has been updated too, replacing the old theme for both new and old Sandbox/Steam Workshop levels.
New Levels
We've added 23 new levels to the Campaign with a few levels replaced in Alpine Meadows and Desert Winds. At least three new levels were added to each World, bringing the total per World up to 15. These Campaign levels make use of the new hydraulic controller and checkpoints that were introduced in the previous update to Sandbox. When loading these new levels for the first time a pop-up will display, explaining how these features work.
Quick Access Wheel
The much loved Tool Wheel, which was removed with the UI overhaul a few months ago, has now found its way back into the game as the Quick Access Wheel to the joy of many! Use Middle Click (or keyboard ‘A’) to bring it up and select your building material without going all the way over to the bottom bar.
Social Media
The Replay editor has been updated to include more options to share your ingenious solutions and spectacular failures to your social media accounts, and of course the Poly Bridge Gallery. Authorize your Facebook, Tumblr, Reddit, and Twitter accounts and share replays to the platforms of your choice easily! A new tab has been added to Settings letting you authorize, change, or deauthorize your accounts. Note: Reddit posts will be made to r/polybridge.
New Features
New levels added throughout the Campaign (now 90 levels in total)
Social Media integration (Facebook, Tumblr, Reddit, Twitter, Gallery)
Ambient Occlusion Visual Setting: Darkens areas of the environment, giving more visual depth
New Sandbox Vehicles: Chopper, Penny Farthing, and SUV
Bug Fixes
Implemented a new text renderer which should resolve the blocky unreadable text some players experienced
Level Info and Event Labels (vehicles and boats) now match each other as expected
Various typo fixes
Various minor bug fixes
Improvements
New object icons in Sandbox (Static Joints, Ramps, Custom Shapes, etc…)
Option to restore hidden hints in Settings
Added secondary method to move joints by clicking-and-holding on the joint until the cursor changes to the move icon
May search by tag with in-game Workshop Browser
The 'I' key now opens/closes Level Info
Tool Wheel reintroduced as the Quick Access Wheel (Middle Click or ‘A’ key to bring up)
Next Update
Next update we’ll be adding the final World to the campaign, Tropical Paradise. With new expert levels it’s sure to live up to its name. We’ll also be including finalized translations for Brazilian-Portuguese, French, German, Italian, Japanese, Korean, Russian, Simplified-Chinese, and Spanish. Partial translations for some of these languages are available now, they are incomplete though.
Suggestions
Please help us improve the game by reporting bugs and relating your feedback and suggestions. You can do so via the Steam Forums, on our subreddit, or by email.
Every bridge needs support, thank you for supporting us during Early Access!
The artwork has had a major update and features a brand new fresh look, with unified colour palettes and levels of detail, which includes all the Worlds and also all the Vehicles. We’ve also included a great looking Ambient Occlusion pass which really brings out the detail and depth of the environment. The lighting and background colours have also been adjusted to better suit the colour palette of each World. The Sandbox theme has been updated too, replacing the old theme for both new and old Sandbox/Steam Workshop levels.
New Levels
We've added 23 new levels to the Campaign with a few levels replaced in Alpine Meadows and Desert Winds. At least three new levels were added to each World, bringing the total per World up to 15. These Campaign levels make use of the new hydraulic controller and checkpoints that were introduced in the previous update to Sandbox. When loading these new levels for the first time a pop-up will display, explaining how these features work.
Quick Access Wheel
The much loved Tool Wheel, which was removed with the UI overhaul a few months ago, has now found its way back into the game as the Quick Access Wheel to the joy of many! Use Middle Click (or keyboard ‘A’) to bring it up and select your building material without going all the way over to the bottom bar.
Social Media
The Replay editor has been updated to include more options to share your ingenious solutions and spectacular failures to your social media accounts, and of course the Poly Bridge Gallery. Authorize your Facebook, Tumblr, Reddit, and Twitter accounts and share replays to the platforms of your choice easily! A new tab has been added to Settings letting you authorize, change, or deauthorize your accounts. Note: Reddit posts will be made to r/polybridge.
New Features
New levels added throughout the Campaign (now 90 levels in total)
Social Media integration (Facebook, Tumblr, Reddit, Twitter, Gallery)
Ambient Occlusion Visual Setting: Darkens areas of the environment, giving more visual depth
New Sandbox Vehicles: Chopper, Penny Farthing, and SUV
Bug Fixes
Implemented a new text renderer which should resolve the blocky unreadable text some players experienced
Level Info and Event Labels (vehicles and boats) now match each other as expected
Various typo fixes
Various minor bug fixes
Improvements
New object icons in Sandbox (Static Joints, Ramps, Custom Shapes, etc…)
Option to restore hidden hints in Settings
Added secondary method to move joints by clicking-and-holding on the joint until the cursor changes to the move icon
May search by tag with in-game Workshop Browser
The 'I' key now opens/closes Level Info
Tool Wheel reintroduced as the Quick Access Wheel (Middle Click or ‘A’ key to bring up)
Next Update
Next update we’ll be adding the final World to the campaign, Tropical Paradise. With new expert levels it’s sure to live up to its name. We’ll also be including finalized translations for Brazilian-Portuguese, French, German, Italian, Japanese, Korean, Russian, Simplified-Chinese, and Spanish. Partial translations for some of these languages are available now, they are incomplete though.
Suggestions
Please help us improve the game by reporting bugs and relating your feedback and suggestions. You can do so via the Steam Forums, on our subreddit, or by email.
Every bridge needs support, thank you for supporting us during Early Access!
Due to the increased complexity of interactions in the recently released Sandbox, we've found the need to push out regular bug fixes over the past week.
Below you'll find a list of the contents for these updates.
Thank you for your patience and support in providing bug reports!
0.75b-p3
Fixed issue with save panel interface in Sandbox for new players
Added 'snap to grid' modifier when moving custom shape points in Sandbox
Added a preview of your bridge when loading a savefile
Added ability to move/zoom the hydraulic controller window
Increased 'speed change' range to 10%-500% on checkpoints
Fixed issue with 'reverse' checkpoint flag resetting the vehicle's speed to default
0.75b-p2
Fixed issue with Hydraulic Controller not saving/loading correctly in Workshop
Improved behavior of Hydraulics to minimize pushing and breaking after a split joint merge happens
Fixed 'Change Speed' behavior on Checkpoints, it now sets the absolute speed rather than adding/subtracting to the current speed
Fixed up/down key stroke issue with Workshop Browser
Added a 'Ordered Checkpoints' toggle on a vehicle's checkpoints list
Hitting a vehicle's target flag no longer triggers a fail if all checkpoints haven't been collected yet
0.75b-p1
Fixed issue with Event Re-triggers not loading correctly in Workshop
Fixed issue with Custom Shapes showing vertices in Workshop
Fixed issue with Checkpoint Reverse modifier on a flipped vehicle
Due to the increased complexity of interactions in the recently released Sandbox, we've found the need to push out regular bug fixes over the past week.
Below you'll find a list of the contents for these updates.
Thank you for your patience and support in providing bug reports!
0.75b-p3
Fixed issue with save panel interface in Sandbox for new players
Added 'snap to grid' modifier when moving custom shape points in Sandbox
Added a preview of your bridge when loading a savefile
Added ability to move/zoom the hydraulic controller window
Increased 'speed change' range to 10%-500% on checkpoints
Fixed issue with 'reverse' checkpoint flag resetting the vehicle's speed to default
0.75b-p2
Fixed issue with Hydraulic Controller not saving/loading correctly in Workshop
Improved behavior of Hydraulics to minimize pushing and breaking after a split joint merge happens
Fixed 'Change Speed' behavior on Checkpoints, it now sets the absolute speed rather than adding/subtracting to the current speed
Fixed up/down key stroke issue with Workshop Browser
Added a 'Ordered Checkpoints' toggle on a vehicle's checkpoints list
Hitting a vehicle's target flag no longer triggers a fail if all checkpoints haven't been collected yet
0.75b-p1
Fixed issue with Event Re-triggers not loading correctly in Workshop
Fixed issue with Custom Shapes showing vertices in Workshop
Fixed issue with Checkpoint Reverse modifier on a flipped vehicle
Welcome Engineers to another edition of Poly Bridge!
Sandbox 2.0
The new Sandbox 2.0 is finally here! The level creator has been overhauled with dozens of new features including the highly requested checkpoints, a completely new visual style, a node-based event system, custom objects, unbreakable contraptions, and more! We've also included the ability to tag your Workshop submissions with a difficulty rating or as an Autoplay level as detailed below.
Node-based Event System
The event system has been completely overhauled, and level designers can now create multiple branching event paths and special groups that trigger when a vehicle hits a specific checkpoint, adding much greater depth to the puzzle making aspect.
Hydraulic Controller
The hydraulic controller allows players to set whether or not any particular hydraulic will activate during any given hydraulic phase. This feature can be enabled in the Sandbox and can be part of any Workshop item submissions; we plan on integrating this feature into some of the Campaign levels in the near future. Check out this bridge design by bolt986:
Autoplay and Difficulty Tags
When uploading a Sandbox level to the Steam Workshop you may now tag the level with a difficulty rating from Easy to Insane. You can now mark a level as Autoplay; this loads the solution bridge for the player when starting the level. To compliment this you can tag your Workshop level as 'Art', a 'Replica', or a 'Contraption'. Players will be able to search for Workshop levels in-game with the above tags in the next patch.
In-Game Workshop Browser
You can now rate a Workshop level from in-game and we've provided Steam Overlay links to follow an author or comment on the level. We've also added a new 'Following' tab to the in-game browser so you can search followed authors portfolios.
Longer GIFs
GIF capture duration can be increased to a max length of 30 seconds, defaulting to 10 seconds. Warning: This may cause the game to crash if your video card does not have enough VRAM to capture the full time.
New Features
Node-based event system
Checkpoints (Stop, Reverse, Change Speed)
Hydraulic Controller, fine-tune which hydraulics get activated when
Workshop Level Tags
Split Joints can now connect to any other Split at the end of a Hydraulics Phase
Custom shape creator in Sandbox
Time delays can be set for any event
Unbreakable mode added to Sandbox
Replay Folder now settable in Settings
GIF recorder settable to 30 seconds, defaults to 10 seconds
You may now skip the tutorial by exiting to the campaign
Workshop: Rate levels in-game
Workshop: Follow author (opens Steam Overlay)
Workshop: Search by authors ‘Following’
Workshop: Comment on items (opens Steam Overlay)
Bug Fixes
New players can now split joints properly in Alpine Meadows
Grid is now infinite
Hotkeys now swap appropriately
Space no longer starts simulation while typing in a text box
Various minor bug fixes
Hotfix 0.75b-p1
Fixed issue with Event Retriggers not loading correctly in Workshop
Fixed issue with Custom Shapes showing vertices in Workshop
Fixed issue with Checkpoint Reverse modifier on a flipped vehicle
Next Update
Our lead Artist, Javier, is currently busy doing a big overhaul of the art style and colour palettes, as well as creating further themes for the level designers to make levels in, who are also keeping busy these days creating new levels for everyone to enjoy. Adrian Talens, the musician, has been improving the sound effects and engine sounds to be used for each vehicle, so you should be hearing improvements in that area too. As always we will keep fixing bugs and implementing new features that our players request.
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, on our subreddit, or by email.
Every bridge needs support, thank you for supporting us during Early Access!
Welcome Engineers to another edition of Poly Bridge!
Sandbox 2.0
The new Sandbox 2.0 is finally here! The level creator has been overhauled with dozens of new features including the highly requested checkpoints, a completely new visual style, a node-based event system, custom objects, unbreakable contraptions, and more! We've also included the ability to tag your Workshop submissions with a difficulty rating or as an Autoplay level as detailed below.
Node-based Event System
The event system has been completely overhauled, and level designers can now create multiple branching event paths and special groups that trigger when a vehicle hits a specific checkpoint, adding much greater depth to the puzzle making aspect.
Hydraulic Controller
The hydraulic controller allows players to set whether or not any particular hydraulic will activate during any given hydraulic phase. This feature can be enabled in the Sandbox and can be part of any Workshop item submissions; we plan on integrating this feature into some of the Campaign levels in the near future. Check out this bridge design by bolt986:
Autoplay and Difficulty Tags
When uploading a Sandbox level to the Steam Workshop you may now tag the level with a difficulty rating from Easy to Insane. You can now mark a level as Autoplay; this loads the solution bridge for the player when starting the level. To compliment this you can tag your Workshop level as 'Art', a 'Replica', or a 'Contraption'. Players will be able to search for Workshop levels in-game with the above tags in the next patch.
In-Game Workshop Browser
You can now rate a Workshop level from in-game and we've provided Steam Overlay links to follow an author or comment on the level. We've also added a new 'Following' tab to the in-game browser so you can search followed authors portfolios.
Longer GIFs
GIF capture duration can be increased to a max length of 30 seconds, defaulting to 10 seconds. Warning: This may cause the game to crash if your video card does not have enough VRAM to capture the full time.
New Features
Node-based event system
Checkpoints (Stop, Reverse, Change Speed)
Hydraulic Controller, fine-tune which hydraulics get activated when
Workshop Level Tags
Split Joints can now connect to any other Split at the end of a Hydraulics Phase
Custom shape creator in Sandbox
Time delays can be set for any event
Unbreakable mode added to Sandbox
Replay Folder now settable in Settings
GIF recorder settable to 30 seconds, defaults to 10 seconds
You may now skip the tutorial by exiting to the campaign
Workshop: Rate levels in-game
Workshop: Follow author (opens Steam Overlay)
Workshop: Search by authors ‘Following’
Workshop: Comment on items (opens Steam Overlay)
Bug Fixes
New players can now split joints properly in Alpine Meadows
Grid is now infinite
Hotkeys now swap appropriately
Space no longer starts simulation while typing in a text box
Various minor bug fixes
Hotfix 0.75b-p1
Fixed issue with Event Retriggers not loading correctly in Workshop
Fixed issue with Custom Shapes showing vertices in Workshop
Fixed issue with Checkpoint Reverse modifier on a flipped vehicle
Next Update
Our lead Artist, Javier, is currently busy doing a big overhaul of the art style and colour palettes, as well as creating further themes for the level designers to make levels in, who are also keeping busy these days creating new levels for everyone to enjoy. Adrian Talens, the musician, has been improving the sound effects and engine sounds to be used for each vehicle, so you should be hearing improvements in that area too. As always we will keep fixing bugs and implementing new features that our players request.
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, on our subreddit, or by email.
Every bridge needs support, thank you for supporting us during Early Access!