A number of reviews lately have been saying that we've abandoned Heartbound or are no longer working on major updates. Not only is this not true we actually stream the development of Heartbound for 6-8 hours a day every day except for Sunday. This is my full time job and I literally don't do anything else. The last major update was around 3 months ago and we're almost done with the next one. In terms of completion Animus has 92% of the needed tasks finished for a full launch of the chapter.
Animus has a huge number of routes for Avocados storyline.
I've been working on hammering down every possible route through this section and adding dialog and cutscenes for all of it.
Avocados section splits off dramatically and can lead to the end of the chapter under some circumstances so it needed to be completed along every route at once.
The cutscenes in this section used a ton of new art, audio, and writing assets that needed to be built as they don't exist anywhere else in the game. Much like the mini-games for Fern/Rhode these assets are unique and used only for this scene.
Unlike other areas these all need to be completed together because they can all be reached based on different things done in Animus. Waiting on any of them would lead to a terrible experience and ruin stuff for a lot of people.
We've updated the scene between worlds.
Quite simply this cutscene didn't fit the narrative.
It now has a ton of dialog and interaction with The Artifact.
I also removed the chapter plates because they didn't look or feel right.
We've started releasing a ton of backstory content on Ko-Fi.
Patreon was taking 8% of every transaction and Ko-Fi takes 0%.
As a small studio this was a pretty big deal so we migrated over to them.
Our Ko-Fi stuff has tons of physical rewards and write ups for each character every month.
I hope that clears up some rumors or perceived lack of work ethic. All we do is work on Heartbound every day, all day, and we do so very publicly. Come hang on stream and watch it come to life!
Heartbound has now been fully updated to Game Maker Studio v2.3. This was a ton of work and really delayed adding new content to the game. Now that the conversion is finished we can get back on track.
Thanks for all the feedback and support. You guys rock. ːHBHeartː
Known Issues
Integrated graphics cards can sometimes cause incredibly wild graphical glitches.
We are working on a fix for this but it will take some time and new assets.
If you have this problem please reach out to Thor#5264 on Discord.
New Content
You can now have multiple conversations at the same time.
The keypad in The Tower can now be used with your numpad.
The keypad in The Tower now directly reflects a keyboard numpad.
A new achievement can now be obtained.
Avocado is now more emotionally consistent.
The fishing rod can now appear in Lores room.
A name has been added to the credits.
You can now finish Avocado's storyline in a terrible way.
Seriously, don't do this.
What are you doing?
Oh no...
Performance Upgrades
All compatability scripts from the GMS 1.4 > 2.3 conversion have been removed.
A memory leak in the lighting engine was fixed.
Duplicate text boxes under the primary textbox were removed.
A memory leak in rainbow text was fixed.
Compiling the game now takes seconds instead of 10+ minutes.
Bug Fixes
Gizmo no longer talks from very far away.
Lasers in Binders trial no longer appear on top of their targets.
Hitting accept and decline at the same time no longer causes a softlock on questions.
The drawing depth of hundreds of objects have been manually fixed.
A ton of text no longer escapes text boxes in many different languages.
Fern and Rhodes storyline no longer has a softlock.
All particle systems were rebuilt to fix an issue with GMS2.
Text no longer suffers from floating point errors caused by GMS2.
All animated sequences were rebuilt to fix an issue with GMS2.
All alarms have had their timings changed to fix an issue with GMS2.
Every environment was rebuilt to work in GMS2.
Shards now appear during the portal cutscene.
Rainbow text no longer appears red for a moment when skipped.
Breaking lightbulbs in the Dark World now show sparks above the shadow layer.
( and ) have been added to the Heartbound font.
Hundreds of broken textboxes in Spanish have been fixed.
Multiple crashes in Spanish have been fixed.
Camera flash in The Tower no longer displays under everything.
The standard mouse cursor no longer displays on Linux.
The answers for who to think about during Rhodes cutscene have been swapped.
The answers to Rhodes question about Fern were updated to be more direct.
A bird is no longer able to fly under Avocados house.
Footsteps in the dark no longer happen during a breakdown.
Avocados music now only fades out if you leave the bridge.
Lore no longer stands on top of the save point in Binders home.
The final screen in PTBR no longer says "Things".
Rotating text now takes longer before it begins.
OST
There are now 94 songs in the OST.
Bug Reporting
Please report any issues via DM on Discord to Thor#5264.
Include a screenshot, it makes it much easier to fix!
Upcoming Content
The rest of Animus (Chapter 3) is being actively developed.
Despite numerous engine bugs and a whole lot of lost sleep, Heartbound now works in GMS 2.3. For many of you this means that it now runs at 60fps with a VERY small CPU cost again. On my machine currently it's running at 1.4% CPU and around 150MB of memory.
Going forward this also gives us a ton of other rad things like Mac build coming back, console releases, etc. Stay tuned for that in the future.
That being said there is still a ton of work ahead of us to finish the full update. Right now, things work correctly for you but the environments on the editor side are a complete mess. We have to go through every room in the game and manually update it all. It's gonna be a bit and take a lot of long nights. Until then you may see weird layering issues in-game. Please report these to us so we can fix them!
Thankfully it's not difficult, just time consuming. We will get there and have it done as soon as possible.
While this is going on feel free to come ask questions on Discord or tune in to the Twitch development streams. Thanks for your patience and hope to see you there!
Since August of 2020 we've received intermittent reports that Heartbound has been running slowly for some people. We could never track down what was causing this... until this week.
Due to a change in Windows any GMS game running at 60fps on a 60hz monitor will drop to 40-45fps. Heartbound has game logic tied to the FPS so that certain parts of the ARG can work. This means the game has been running at 3/4th speed for some of you for over a year. ːsteamthumbsdownː
That Windows update is now standard and everyone who updates is impacted by this. Thankfully, I found a solution but it's not a perfect one for now.
I've changed over to an alternative sync method for the game which brings it back to 60fps. However, if the refresh rate of your monitor is over 60hz it may run EVEN FASTER which makes the game nearly unplayable in the other direction. To fix this for those few users go into the "options.ini" file and change "AlternateSyncMethod=1" to "AlternateSyncMethod=0". For everyone else, things should run fine.
The other unfortunate side effect is that the game now runs at around 8x the CPU it did before. I hate this. It's going to make things rough for some of you on lower end machines and I really don't like that at all.
In order to fix this entire mess I need to update to Game Maker: Studio v2.3 and I've already started the process. The newer version of the engine has an immense amount of bugs and it's very difficult to work with so it may take some time.
While this is going on feel free to come ask questions on Discord or tune in to the Twitch development streams. Thanks for your patience and hope to see you there!
Wanted to give some updates on why things have been taking so long and what's in store for Heartbound very soon.
Reason For Delay
Animus was set to be released by now. For the last several months I've been in and out of hospital with severe viral bronchitis. Lost around 70% lung function at one point and went into hypoxia and almost bit the big one. Thankfully, with treatment I've been doing much better. I ended up losing around 2.5 months of work and the stream was offline for over a month total. This is the most amount of work I've missed in 3 years so it's been pretty rough.
This image shows the days I have worked on heartbound live on stream. Any day without a green square is one I haven't streamed. Most of these are due to showing Heartbound off at conventions. However, in the last three months I've missed more days than the last three years of development. On the days I did stream I only managed 3-5 hours instead of my normal 8-10.
Japanese Localization
Heartbound is currently being fully translated into Japanese. As with our other translations this takes a long time as every joke or pun needs to be changed to fit that culture. If it didn't fit culturally then the translation would be a pretty big failure. I'm really happy with how this is coming along and it's not a small undertaking.
Fern and Rhode
Fern and Rhodes storylines are almost finished and ready to send over to the translators. The mini-game for Fern took a long while to set up due to my illness but I'm now working on Rhode's and it's going much faster. I hope you enjoy what I put together once it's finished.
Contact Us
As always you can contact me or the other developers at any time over Discord, email, steam chat, or live on Twitch. I'm always available and Shaye/Stijn are available most of the time. If you're ever frustrated with the release schedule or want to know more about whats going on just hit us up.
I am unable to fix Heartbound on Mac due to an error with the build process. I have already spoken to other developers and Apple's support team about this. As of today we will be officially dropping Mac support for the foreseeable future. This may be resolved once we update to Game Maker: Studio 2.0
Below you will find the answers to a number of questions you may have. If you can't find an answer to your question please reach out to me directly via this email. GoPirateSoftware+Mac@Gmail.com
Why did this happen?
The Mac we use to make Heartbound forced an update to OS Catalina. This obsoleted XCode 9.3 which is required for GM:S 1.4. We make Heartbound in GM:S 1.4 so it's not something we can get rid of.
Why won't this work in XCode versions past 9.3?
Attempting to get this to work in XCode 11 caused a libstdc++ library issue. After trying for multiple days to resolve this I was unable to do so. Even adding that library back to XCode 11 did not resolve this.
Running older versions of XCode lead to a generic error from the Apple machine. This could not be resolved using online guides over multiple days of testing. It also could not be resolved by talking to Apple support.
I attempted to downgrade to every version between XCode 11 and 9.3 that was compatible with OS Catalina. No version between 9.3 and 11 worked and I was unable to make a working build of Heartbound.
Did this happen because Apple dropped 32-bit application support?
No. It has nothing to do with that.
Why can't I run the game without you doing this?
Apple requires all software to be digitally signed. If XCode doesn't play nice we can't digitally sign the game and you can't run it on Apple hardware.
Why don't you update to GM:S 2.0 now?
Updating Heartbound to GM:S 2.0 would potentially resolve this issue. However, doing so breaks every cutscene in the game and would take multiple months to fix. We will be updating to GM:S 2.0 after fully launching the game. GM:S 2.0 is required for us to make a build for Nintendo Switch.
What if you find a solution?
Even if I do manage to resolve these issues there is no guarantee that the Apple build process won't break like this again. It has happened to us many times before during the development of Heartbound.
Can I still play Heartbound or will I have to buy it again?
You do not have to buy the game again. If you bought Heartbound you have access to it on Windows and Linux currently. You can still play Heartbound on Windows or Linux.
What if I don't want to play on Windows or Linux?
For those on Apple hardware that still want to play you may be able to try Parallels, Bootcamp, or Wine. I cannot guarantee that this will work now or in the future and I don't want to get your hopes up but you can try it. If this isn't something you want to do please refund the game.
If you're unable to make this work on Apple hardware or have no other solutions, please refund the game. I'm sorry I couldn't fix this.
Now that Shaye and I are all moved up to WA and things have settled down we can continue development at a normal pace. A lot has changed in my life this last year and I'm sorry that things have slowed down as a result. Our entire studio is only three people so when any of us go through rough patches it can be tough to get stuff done. Thank you for understanding and I hope you like the new content!
I'm going to be launching Animus in updates over the next few months one character arc at a time to get feedback and test things. This patch has everything for Emelio in all languages and the start of Fern/Rhode in ENUS only.
There are also a huge amount of bug fixes, translation fixes, and new content in random spots. Also new tracks on the OST so enjoy those!
Another year has come and gone and the Steam Awards are back in town. Heartbound is up for the "Outstanding Story-Rich Game" award this year. If you feel we've hit the mark please take a moment to vote for us!