Poly Bridge - Valve
Poly Bridge is Now Available on Steam and is 25% off!

Unleash your engineering creativity with an engaging and fresh bridge-building simulator with all the bells and whistles.

Enjoy hours of physics-based puzzle solving in the Campaign and then jump in the Sandbox to create your own bridge designs and puzzles!

Jun 28, 2016
Poly Bridge - Dry Cactus Games
Hello again fellow engineers!
A small patch today, mainly to correct a small issue introduced in yesterday's patch, and also an improvement with the colliders for the environment.

Collidable Environment
The environment is now fully collidable, so you will no longer see vehicles mysteriously disappearing and popping out the other side.
Instead, you can do fun stuff like smash vehicles into this pretty mountain:


Bug Fixes
  • Fixed issue with checkpoints not triggering correctly when transitioning from a previous level
  • Binding key actions to modifers (Ctrl,Alt,etc) is no longer allowed

As always if you find any bugs or have any suggestions please let us know!
Thanks!
Jun 28, 2016
Poly Bridge - Dry Cactus
Hello again fellow engineers!
A small patch today, mainly to correct a small issue introduced in yesterday's patch, and also an improvement with the colliders for the environment.

Collidable Environment
The environment is now fully collidable, so you will no longer see vehicles mysteriously disappearing and popping out the other side.
Instead, you can do fun stuff like smash vehicles into this pretty mountain:


Bug Fixes
  • Fixed issue with checkpoints not triggering correctly when transitioning from a previous level
  • Binding key actions to modifers (Ctrl,Alt,etc) is no longer allowed

As always if you find any bugs or have any suggestions please let us know!
Thanks!
Jun 27, 2016
Poly Bridge - Dry Cactus Games
New Road Changes
As you may be aware we made some fundamental changes last week to how the roads are simulated, which resulted in introducing a new mechanic: reinforced roads. We've spent the last week tweaking values and improving the reliability of road simulations.

Leaderboard Reset
As we iterate over new road changes we need to ensure leaderboard entries stay relevant; because of this we have reset the leaderboards. Please keep in mind we will likely be resetting leaderboards at least once more before Final Release, thanks for your patience!

Leaderboard Rankings
Many of you requested a way to get an overview of your Leaderboard rankings, we tried a few different things and eventually settled on a 'Ranking View' that displays the percentile you're in for each Campaign Level, giving you a clear indication as to how you're placed within each Leaderboard compared to the total number of players. Access via Leaderboard>My Ranks on the World Map.



Leaderboard Banlist
We're actively monitoring the leaderboards and banning players that hack or cheat their entries. If you see any values that look suspicious, please let us know. We want to ensure the leaderboards stay challenging and valuable for everyone to compete in.

In-Game Gallery
This patch also introduces a new in-game Gallery browser accessible from the Main Menu, and is also used to display the replays associated with a Workshop item, which you can open with the 'Community Replays' button in the Workshop browser.

You can now easily filter by level, show only your own replays, the replays of your Steam friends, and any replays associated with a specific user. If you want to share a replay that you find in the in-game Gallery a convenient 'Copy Link to Clipboard' button is available.



New Features
  • Leaderboard rankings view
  • In-game gallery
  • New level in Zen Gardens
Bug Fixes
  • Line Tracer no longer causes the mouse-drag lock-up issue
  • Arc Tracer Shape pop-up now closes correctly
  • Road placement exploit fixed
  • Flipping a vehicle during simulation no longer makes it weightless
  • Hydraulic Controller should display correctly when appropriate
  • Ships correctly break road again
  • A number of other minor bug-fixes

Improvements
  • Social media authorization window now supports pasting (useful if you use a password manager)
  • Leaderboards size increased (Top 20 and ±5 around your rank)
  • Show time-stamp for save-files when hovering over 'Info' button in the Load/Save panels
  • Split-joint Index Choosers no longer overlap

Suggestions

Please help us improve the game by reporting bugs and relating your feedback and suggestions. You can do so here on the forums, on our subreddit, or by email.


Every bridge needs support, thank you for supporting us during Early Access!
Jun 27, 2016
Poly Bridge - Dry Cactus
New Road Changes
As you may be aware we made some fundamental changes last week to how the roads are simulated, which resulted in introducing a new mechanic: reinforced roads. We've spent the last week tweaking values and improving the reliability of road simulations.

Leaderboard Reset
As we iterate over new road changes we need to ensure leaderboard entries stay relevant; because of this we have reset the leaderboards. Please keep in mind we will likely be resetting leaderboards at least once more before Final Release, thanks for your patience!

Leaderboard Rankings
Many of you requested a way to get an overview of your Leaderboard rankings, we tried a few different things and eventually settled on a 'Ranking View' that displays the percentile you're in for each Campaign Level, giving you a clear indication as to how you're placed within each Leaderboard compared to the total number of players. Access via Leaderboard>My Ranks on the World Map.



Leaderboard Banlist
We're actively monitoring the leaderboards and banning players that hack or cheat their entries. If you see any values that look suspicious, please let us know. We want to ensure the leaderboards stay challenging and valuable for everyone to compete in.

In-Game Gallery
This patch also introduces a new in-game Gallery browser accessible from the Main Menu, and is also used to display the replays associated with a Workshop item, which you can open with the 'Community Replays' button in the Workshop browser.

You can now easily filter by level, show only your own replays, the replays of your Steam friends, and any replays associated with a specific user. If you want to share a replay that you find in the in-game Gallery a convenient 'Copy Link to Clipboard' button is available.



New Features
  • Leaderboard rankings view
  • In-game gallery
  • New level in Zen Gardens
Bug Fixes
  • Line Tracer no longer causes the mouse-drag lock-up issue
  • Arc Tracer Shape pop-up now closes correctly
  • Road placement exploit fixed
  • Flipping a vehicle during simulation no longer makes it weightless
  • Hydraulic Controller should display correctly when appropriate
  • Ships correctly break road again
  • A number of other minor bug-fixes

Improvements
  • Social media authorization window now supports pasting (useful if you use a password manager)
  • Leaderboards size increased (Top 20 and ±5 around your rank)
  • Show time-stamp for save-files when hovering over 'Info' button in the Load/Save panels
  • Split-joint Index Choosers no longer overlap

Suggestions

Please help us improve the game by reporting bugs and relating your feedback and suggestions. You can do so here on the forums, on our subreddit, or by email.


Every bridge needs support, thank you for supporting us during Early Access!
Poly Bridge - Dry Cactus Games
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!
Poly Bridge - Dry Cactus
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!
Poly Bridge - Dry Cactus Games
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!
Poly Bridge - Dry Cactus
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!
Poly Bridge - Christian_Akacro
It's time for a new update Engineers!

Art Overhaul
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!
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