After a wildly successful year of community-driven development during our Early Access period, Poly Bridge launches today in its final version, bigger and better than ever, with more levels, new artwork, improved game modes, leaderboards, a greater variety of bridge-building functions, and even a revolutionary take on Twitch-streaming integration.
We would like to extend a huge warm thank you to the players that have supported us along the journey, giving us feedback, suggestions, and bug reports to allow us to make the game into what it is today, so much more than the little bridge-building game it was when it released into Early Access a year ago.
If you’ve been with us for a while, below you can find a list of the changes and additions that are part of final release.
Tropical Paradise
The final world of the Campaign has been added, 15 new levels await you in Tropical Paradise, but don’t be fooled by the name, they are hellishly hard!
Featured Items in Workshop
We’ve added a convenient ‘Featured’ tabs to the in-game Workshop browser, every week or so we will be rotating these featured levels, making it easier for you to find cherry-picked Workshop content.
Sandbox Themes
You may now set a theme (Alpine Meadows, Deserts Winds, etc) when designing a Sandbox level. The terrain outline will now show while in Blueprint mode, and selecting the start or end terrain will allow you to change its shape by choosing from one of six available options.
Twitch Integration
We’re pleased to announce the public release of the Twitch Integration we’ve been working on for the last few months. This allows Twitch streamers to interact with the audience in a new and unique way, giving viewers the ability to build their own bridge and submit it to the streamer as a suggestion, creating an exciting and entertaining collaborative experience. Find out more at http://twitch.drycactus.com
Improvements & Bug Fixes
Replay Editor improvements to make it clearer how to edit down your replay’s length
When hovering over a split joint selector, the affected bridge strut is now highlighted
Static Joints are now represented with a red square
Split Static Joints no longer attempt to invert the numbering
Clipboard contents can now be rotated by 1° increments
Fixed a startup hang on certain hardware
Fixed crackling background music issues some players were experiencing
After a wildly successful year of community-driven development during our Early Access period, Poly Bridge launches today in its final version, bigger and better than ever, with more levels, new artwork, improved game modes, leaderboards, a greater variety of bridge-building functions, and even a revolutionary take on Twitch-streaming integration.
We would like to extend a huge warm thank you to the players that have supported us along the journey, giving us feedback, suggestions, and bug reports to allow us to make the game into what it is today, so much more than the little bridge-building game it was when it released into Early Access a year ago.
If you’ve been with us for a while, below you can find a list of the changes and additions that are part of final release.
Tropical Paradise
The final world of the Campaign has been added, 15 new levels await you in Tropical Paradise, but don’t be fooled by the name, they are hellishly hard!
Featured Items in Workshop
We’ve added a convenient ‘Featured’ tabs to the in-game Workshop browser, every week or so we will be rotating these featured levels, making it easier for you to find cherry-picked Workshop content.
Sandbox Themes
You may now set a theme (Alpine Meadows, Deserts Winds, etc) when designing a Sandbox level. The terrain outline will now show while in Blueprint mode, and selecting the start or end terrain will allow you to change its shape by choosing from one of six available options.
Twitch Integration
We’re pleased to announce the public release of the Twitch Integration we’ve been working on for the last few months. This allows Twitch streamers to interact with the audience in a new and unique way, giving viewers the ability to build their own bridge and submit it to the streamer as a suggestion, creating an exciting and entertaining collaborative experience. Find out more at http://twitch.drycactus.com
Improvements & Bug Fixes
Replay Editor improvements to make it clearer how to edit down your replay’s length
When hovering over a split joint selector, the affected bridge strut is now highlighted
Static Joints are now represented with a red square
Split Static Joints no longer attempt to invert the numbering
Clipboard contents can now be rotated by 1° increments
Fixed a startup hang on certain hardware
Fixed crackling background music issues some players were experiencing
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!
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!
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!
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!
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!