These past couple weeks we've been shoring up all of our web functions, so that we can create a more social experience for our players. We recently added Notifications, but that was just the first phase! We are now in phase 2, which brings some much-needed updates to the creator browser and the profiles page. And phase 3 is in the works! So, what's coming down the pipe today? LET'S DIG IN!
AVATARS
OKAY, let's get this one out of the way because IT'S THE BEST. You can now choose among 14 starting avatars to represent YOUR FACE to the rest of the world! Currently, your avatar is displayed on your profile and your Creator Card (we'll get into that in a bit), but we plan on expanding the rest of the game's UIs to display your avatar in most places where your name is displayed.
We're starting with these 14 avatars, and we are working on adding unlockable ones as well for a future patch. After all, what's the point of achieving things if you don't get an avatar to show for it?
A Revamped Profile Page
The profiles page has been in need of an overhaul for QUITE SOME TIME. So we did that! We're not fully finished with it -- we'd call this the halfway mark -- but it's already looking a lot better! We've also added some additional stats to the profile page, so you can get a better snapshot of how you're doing. We even added tracking for Exposure Bucks tipping, so you can show the world how GENEROUS you are!
If you want to update your avatar, just click on it on your own profile page.
Updated Creator Cards
A "Creator Card" is the UI element that represents you to other players. The old creator cards were, in a word, UNFORTUNATE. So we ripped them out and made them smoother, shinier, and prominently feature the new avatar system. Take a look!
You may notice that we're also highlighting the "Followers" count. Previously, we had two buttons -- "Buddy List" and "Subscribe." This was confusing to many people (what's the difference between these two lists?), and we also had a cap on how many people you could subscribe to, so we didn't overload our servers. So in the past, the idea of "following" or "subscribing" to someone was a sort of secondary thought, because those systems were too weak. This was unfortunate, because we think that the power of a game like Levelhead is in its ability to bring people together to share the things they made. Naturally, a "Followers" type system is the right tool for this job, but we hadn't invested in making that concept strong enough and emphasizing it enough.
This patch is the start of bolstering the power of the "Following" system. For starters, we are doing away with "Buddies" entirely, and merging "Buddies" together with "Subscriptions" and calling the new list "Following." Now, you just follow people! And we have also removed the limit on how many people you can follow, to pave the way for the next patch, which seeks to make this whole system more robust. We don't want to say too much about that just yet, but... it's coming!
A Refined Creator Browser
To go with the updated Creator Cards, we wanted to make sure we were showcasing them in a better light. So we updated the visuals of the Creator Browser to go with the new Profile page!
We also added numerous sorting options (up from the previous two), so you can see things like who is the most prolific creator, who has the most followers, etc...
Secrets! Secrets everywhere!
But we didn't just spend this whole time on web and UI updates! We also managed to squeeze in some gameplay tweaks as well!
First, we expanded the "Enclosures" system -- the ability to create secret areas in your level -- by adding more types of enclosures. Now you can have a secret Spookstone, Rickety Wood, or Kronkrete area!
These types of enclosures are also independent of one another, so you can have secrets bumping right up against other secrets. Time to DECEIVE EVERYONE!
Controllable Secret Reveals
We've also added a new item called the "SECRET EYE!" It's an invisible item that is controlled by a switch. When it becomes activated, it will reveal any secret enclosure that it is inside of. So now, instead of requiring the player to "face check" for secret areas, you can reveal secret areas based on triggers and switches!
You can even use this system to "lock" secret areas as being always visible once the player enters them. Or maybe put the Secret Eye on a path, and have it reveal multiple secrets in sequence! Hey, do whatever you want. IT'S YOUR LEVEL!
Multicolored keys!
For you Metroidvania builders out there, we've got just the thing. MULTICOLORED KEYS AND DOORS!
You can now better control how the player moves through the level, by harnessing the power of colors! For example, maybe you have four locked doors in the same area, and the player has to go through them in sequence. With colored keys and doors, this is now super easy, whereas before, you'd have to come up with some kind of elaborate switch contraption to ensure the doors unlocked in the right order.
That's just science!
And some other stuff!
We have a bunch of other miscellaneous improvements and fixes in this patch, so don't forget to check out the patch notes!
New workshop item: the Secret Eye! This is an invisible item that is controlled by switches. When activated, it will reveal any contiguous Enclosures that it is in contact with. This will allow you to reveal Enclosures before the player goes inside them, or even lock Enclosures to be permanently visible after the player has done something. Secret Eyes can also be placed on paths, so they can be used to reveal Enclosures across multiple areas over time.
You can now place Enclosure tiles (secrets) for Kronkrete, Rickety Wood, and Spookstone.
Improvements
UI
The default sort in the Creator Browser is once again "Playtime Generated" instead of by follower count. Some of our community correctly pointed out that some users generate large numbers of followers on account of being an influencer, regardless of whether they are even making levels (or doing much of anything). Playtime Generated is more merit-based and is more appropriate for the default display of the Creator Browser.
You can now click a person's avatar on their Creator Card to visit their profile.
Updated the visuals of the Creator Browser, and added several more sort options. The Creator Browser now defaults to sorting by "Most Followed".
Fully replaced the old Player Slugs with brand new ones! The new Player Slugs feature player avatars, more precise stats, and the ability to follow that user.
Fully updated the Profile page to be expandable for future content. It now contains many more stats than before, and it also contains an avatar selection system, so you can customize your appearance to others. Avatars are not yet present throughout the game, but we intend to update the rest of the game's UIs over time to allow for this.
You can now reposition the game window with a new click-and-drag button in the top-right corner of the in-game pause menu.
You can now click on the crates in front of the Workshop on the Main Menu to go straight to the Daily Build page.
You can now click the trophy icon on the Tower to go straight to the Tower Trial.
Added a link to the patch notes to the Community Robot on the main menu.
Pressing a keyboard key will now get you out of Gamepad Mode. Previously, only mouse movements would do this.
Visuals
Green keys are now more vibrant, making them easier to distinguish from the blue keys.
Updated the sizes of the clouds that come out of exploding Jackdrops to be affected by the size of the Jack that created them.
Web
Your campaign progress profile stat is now updated more frequently when you are going through the campaign.
Added new stats to the player profile page: Campaign Progress, Favorites Generated, Tower Trials Completed, Time Trophies Earned, Number of Players Following, Exposure Bucks Tipped, and Tips Earned. Most of these stats are not backwards compatible since we were not tracking this data previously, so most of these stats will start at 0 even for players who have been playing for a while.
Updated Steam licensing for Google and Email login options to be more secure.
Editor
Added to the name combobulator: Royal, Edge, Crystal, Garden, Soul, Final (thanks to ChortlesTM)
Added to the name combobulator: Awakening, Reckoning, and colons/semi-colons (thanks to Flooglewoogle Snoot)
Added to the name combobulator: Automatically (thanks to QuantumAnomaly)
Keys and doors can now be given four different colors. Keys will only work on doors whose color match their own.
Added the word "Explosion" to the name combobulator. (thanks to Spekio)
Added a new sound to clicking on Hardlights in the editor selector.
Added your Rumpus lookup code to your Editor screencaps, so people who see the screencap can look you up and find your levels or follow you.
Jackdrops can now be scalepopped to 2x2 or 3x3 sizes.
Items that mount to solids will now first check down, then up, then the sides. Previously, they would start checking down, then right, then up, then left, so they would bias toward pointing horizontally. This should tend to create more symmetrical visuals.
Added words to the name combobulator: Zone, On, Off, Toggle, Beat, Cycle, Blue, Fuchsia, Gold, Green (thanks to Crushnoil Varkzapee, Spekio)
You can now place Turbo Jems and Mega Jems inside of items that previously could only hold Jems, such as Enemies, Prize Blocks, Brittle Rock, etc...
Gameplay
When a Rift chooses its destination for a teleport event, it will now first choose among active Rifts (meaning Rifts that are not closed). If no destination Rifts are active, it will then choose among inactive Rifts. This will allow you to change the destination of a Rift by turning on and off the Rifts that is connected to. This change only applies to levels made in this Levelhead version or higher.
Cromblers now fade out when hidden inside enclosures, so parts of them won't stick out.
When enemies enter or exit enclosures, they now fade in or out instead of instantly changing their visibility.
Clockswitches inside of Enclosures are no longer visible spilling out of the enclosure. They will fade into existence when the enclosure is revealed, and fade back out if their enclosure becomes hidden again.
Jackdrops now have better special effects when they impact the ground.
Audio
Toned down the volume of multiple Baddie Eyeswitches or Package Cams triggering simultaneously.
Toned down the volume of Eye Switches toggling on and off, and reduced their volume further if multiple of them turn on or off at the same time. (thanks to Wumpybami Rampygop)
Fixes
Gameplay
The package now remembers whether it has been picked up after a checkpoint respawn, so it will continue to reveal enclosures.
Fixed more inconsistencies with items colliding with Rifts after a checkpoint respawn. It should now be totally consistent regardless of frame rate.
It should no longer be possible to kick items through regret gates under certain circumstances. (thanks to Intuition?!)
Enemies and Cromblers should now be fully visible even if only part of them is sticking out of an secret area. They will fade out of visibility only when they are totally inside enclosures.
Keys placed in prize blocks and enemies should now emerge as gold keys instead of blue.
Slightly extended the cooldown for items re-entering portals they are already touching after a checkpoint respawn, to ensure that frame rate drops don't cause this misbehavior.
Items sitting on a Rift when a checkpoint respawn occurs would be pulled through the rift. This should now be fixed (again). (thanks to misshapensmiley)
2x2 items would attach to paths according to the closest path point to their center, instead of the actual path node they were supposed to be starting from. This has been fixed. (thanks to Joe Ah Oh)
Kicking an item while in Shrub mode will now cancel your Shrub mode. (thanks to HighChair)
Jackdrops previously weren't storing their states in checkpoints properly. Now they do!
Fixed an issue with rotating items (Fire Chainers, Burny Whirlers, etc) not properly responding to switches since the XOR logic was added.
Visuals
Keys would always turn blue just after opening a door during their "poof" animation. Now they will stay their intended color. (thanks to misshapensmiley)
Fixed some animation issues with Jackdrops restoring via checkpoints.
Crash
Fixed an issue that would cause the game to crash if you tried to load a level from this version in a prior version of the game. Instead, you should once again just get the on-screen message that the level cannot be loaded. (thanks to Oopyerchie Landjunk)
Fixed a crash in the Editor caused by using a gamepad, opening an item variant and leaving it open, changing categories by clicking a button on the right side, and then using the Dpad to change categories again. (thanks to QuantumAnomaly)
Editor
The question marks on various enclosure tiles should no longer be X-flipping when you place them.
You can no longer select powerups for GR-18 in a daily build level if those powerups are not included in that day's build. (thanks to Crushnoil Varkzapee)
If you use Undo or Paint Bucket to modify solids near mounted items (like levers or spike traps), those items weren't properly updating their mounted states. Now they do!
Fixed an issue where eyedropping an item with variants after a level load would cause the game to force-quit.
Fixed a potential issue with the Undo function that could reduce stability of the game. No crashes reported yet, but just in case.
UI
On your profile, campaign progress is now displayed as a percentage instead of just an integer.
Updated score-specific UI elements to be called "Ribbins" instead of "Crowns" since a ribbon is the icon used to display top score.
You can now click on your avatar with a controller to change it.
Lines between stats on the new Creator Cards were disappearing between pixels while scrolling. This should now be fixed.
You can now use the up and down Dpad with a controller to change profile tabs, since they are now vertical.
The Avatar Chooser interface would sometimes explode the buttons on the level cards being displayed on the profile page. This should no longer occur.
Fixed a text overflow problem in some languages when displaying level names in the campaign.
In Cheese Mode Switch Override options, each type of switch will now only be drawn once next to each switch ID. This should prevent you from having a weird "smear" effect if you have hundreds of switches on the same ID.
Web
Clearing the web cache should not nuke your avatar selection from local storage.
The "Campaign Progress" stat should now be properly updating to display on your profile.
You no longer need to click a level's name twice on the Notifications page in order to play it.
Fixed a very small memory leak when the Profile viewer sent searches to retrieve levels.
The text in notifications for Shoe and Crown stealing were reversed, so the notification would tell you that a Crown was stolen when really it was a Shoe, and vice versa. This has been fixed.
Versions
Updated level save files so their version number won't run into an integer overflow when the game reaches version 1.0.
Saddle up to the community watering hole for an intoxicating shot of creativity from our community! This week brought us twisted uses of enemies, movements, and contraptions. As always, remember to click the level names to bookmark them for later on. HERE WE GO!
Move forward with caution!
The Legendary Yeeter has you running and dodging myriads of things in his level Cannon Pressure. A uniqiue idea of forced forward movement while dodging missiles, rockets and fire! Be alert to win!
Tic Tac Toe
Steek Hutsy has you pitted against a vacrat in a Tic Tac Toe competition in his level Tiptow, Throw Block. Be careful though, if you lose in Tic Tac Toe to a Vacrat we can't be responsible for the crumbling of your ego.
Get DOWN FROM THERE, VACRAT!
Save All the Vacrat! has an unusual premise of saving all the vacrats to complete the level. SleepyDoof makes use of clever puzzles to make this level thoroughly engaging. Become the shepherd you always knew you could be and herd those vacrats!
Puzzle Maze
RetrophileTV, our very own paragon and originator of speedrunner guild, turned to level making this week. In High House of Hardlight he has created a well-paced, complex puzzle with multiple rooms to explore. Take a spin and see if you can impress the community with your speed!
One key at a time!
Temple of Whizblade 3 will have you practice your lock-smithing skills alongside your platforming. Espurrator has created a well paced level to explore and find keys to open door after door!
Highlights:
Check out Quantum AnomalyYoutube videos on Levelhead patch notes and community spotlights for an entertaining breakdown of all things Levelhead.
Icezyclon's Rock Uh! is a fun music level based on We will rock you!
So much to discuss and it has only been a week since our last edition of OH WHAT WHY YES WE DO HAVE THE BEST COMMUNITY EVAAAAAAR!
This week we've got new community Paragons, a new levelcup season, a multiplayer parsec calender & so many good levels! As always, remember to click the level names to bookmark them for play later on - LET'S GO!
You shall rise as PARAGONS!
The thing that makes Levelhead special isn't just the game - it's the unique collection of people who play it. Community Paragons are the people who deliver a sustained, extra aspect of goodness to the game, either via their in-game ingenuity or through the creation of external resources that improve the Levelhead experience.
Today we would like to cast a special spotlight on some select members of the Levelhead community, as we congratulate our second cohort of Levelhead Paragons.
Gkar - for slinging web code and setting up the automated Crown Competition system, and helping us continue to improve the community API
Spekio - for not only producing incredibly high quality levels for the community, but for giving the dev team mountains of truly useful feedback in making Levelhead a better experience for all
TalkGibberish - for pushing forward level designs with absurd ingenuity and storytelling capacity that we never dreamed of
Flan - for being not only one of the fastest players of Levelhead, but for creating videos and strategies to help others achieve similar feats of speed
TalkGibberish continues to bring engaging levels! In his level 1 Button Tunnel you have hide to change the pace of the path and clear all the obstacles with use of 1 button. Very clever use of paths and tiptow! Also, check out his sequel to last week's highlighted level, Big Vacrat Theft, Episode 2, which furthers the story of that dang Vacrat stealing your Jem!
Hardlights > Balloogs
The new patch introduced hardlights, and HighChair has created a well-paced beginner-friendly level Hardlight Tower to explore them. The level really showcases the fun colors and puzzling shenanigans that can be created using switches and hardlights.
Practice your missile shooting!
If you ever wanted Levelhead to feel like a missile lobbing contest, well we've got the level for you! Flipwip Missile Factory by Tardigrade Astronaut is a well-paced level where you practice shooting missiles to bring down rogue Blopfush. Were they rogue, or just minding their business? WE DON'T HAVE TIME FOR QUESTIONS, GET TO FIRING!
Package Powerup!
SleepyDoof's latest fan-art featured the package reimagined as the bearer of powerups! We loved the imagination and the art, and may have had too many long discussions about just what it would take to turn the Package into a Waylaying freight train.
If you've got awesome artwork to share, don't hesitate to hop into the discord!
Highlights:
Levelcup's next season has started. The theme is Boss Fight and the submission deadline is July 21st!
Kyle has taken the initiative to manage the schedule for co-op play through parsec. Sign-up and figure out the time and play some co-op levels!
Espurrator's Left or Right!? is a fun level with plenty of powerup options and choices. In Go Fast, GR-18! you will be running for your life from saw blades, but will be happy with your accomplishment at the finish line.
NoicreC's saga of hmmm continues in Terrible Mission of Hmmm. Expect the unexpected and enjoy the craziness!
Hey, Levelheads! Welcome to the ninth major patch of Levelhead. It's PATCH 0.10: BURN IT DOWN! Although we got hit from thirty different directions over the past couple weeks by the Fourth of July break and the Shenanijam (at which we made an MMO in a weekend), we still managed to cram some great new features into Levelhead. Let's check it out!
Campaign Burn-Down
The first HUGE change in this patch is that we have gotten rid of the concept of "unlocking Editor items through the campaign." Yep, that's right... All players now have access to all of the editor items, right out of the gate. Well, mostly. You still have to beat the first two campaign levels to get access to the workshop, but that's it!
This is a pretty dramatic design shift. WHY DID WE DO IT? Our original intent with the "Editor Items Unlocked via the Campaign" approach was to teach players how the game works, so that people wouldn't be overwhelmed by the editor and the crapload of items therein. However, we got a lot of pushback about this concept from players who were coming into the game wanting to just build stuff, but suddenly being met with a long (and ever growing) campaign that gates content behind time and, in many cases, a lot of skill.
After some soul-searching and conversations with our community, we came to believe that our original design was doing more harm than good.
Some people just want to get right in there and learn by building, and that's totally fine. We think we should embrace that, so we are! And for those who are looking for a more structured learning experience, the campaign still exists for that purpose, but now you don't have to do it. HOORAY!
Notifications
What HAPPENED? When? Why? And who is doing it? And does it EVEN MATTER? These are questions we all want answers to, but we simply didn't have them. UNTIL NOW!
Levelhead now has a new NOTIFICATIONS page, so you can see who did what and when! Did someone tip Exposure Bucks to your level? Did someone subscribe to you? Did someone STEAL YOUR PRECIOUS CROWNS? Now you know!
The Notifications page will display up to 100 notifications at a time (currently), and it also includes handy links so you can go straight to a player's profile or play a level directly from any notification.
Steam Login
As part of our push to make the game more accessible, we want to add as many useful Rumpus login pathways as possible. One issue we kept running into was that some users, perhaps because of their country of residence or other reasons, couldn't use our normal e-mail login mechanism. So we dug through the Steam SDK and hooked Steam up to Rumpus, and now you can just log in to Rumpus with Steam!
Note that if you already were logged in to Rumpus via some other means, you will want to attach your Steam account to your Rumpus account via the "My Account" page at bscotch.net. This will allow you to log in to your currently-existing Rumpus account with Steam!
Grab That Screen!
On Monday night, famous Levelhead designer TalkGibberish @shk22l posted a fascinating composite screenshot of a level he was working on. To create this giant screenshot, he had to pan his camera around manually, take a bunch of screenshots, and then stitch them back together in a photo editing program.
As soon as I saw this image, I thought... WAIT A MINUTE. What if the game could just do this automatically? WELL GUESS WHAT. Now it can! In the Editor you will find a new button that looks like a camera.
Click that button at any time, and the game will rapidly move the camera over your level, take a series of screencaps, and stitch them together for you on its own. It will then create an image out of your entire level, along with your name and the level name at the bottom of the image, so you can blast the image out to all of your adoring Instagram followers, or whatever.
The screenshot will be stored in your game's save folder, and it will also automatically be saved via Steam. When you close the game, Steam will ask you what you want to do with your screenshot -- upload it, get rid of it, or whatever! Hey, it's your screenshot. DO WHAT YOU WANT!
More Switch Logic!
We've gotten frequent requests for XOR logic in our switch system, so we ADDED IT. "WAIT A MINUTE," you might be saying. "What the heck is XOR logic?" XOR logic is a programmer's way of saying, "One but not the other." By bringing XOR logic into Levelhead's switch system, we have added yet another tool to our creators' toolkits, so they can do stuff like this!
What else can you do with XOR logic? More like, what CAN'T you do with it! But seriously, I don't know. You figure it out!
Swinging Spikes
Spike Chainers can swing now. It looks like this!
There's not a lot to say about ithat, but it does look super cool, so I had to make a gif. Oh, and they can swing any direction, so if you want a weird sideways swinging spike, you can do that, too!
And some other stuff!
Here are a few more quick updates to take note of!
Balloogs have had their visuals TOTALLY REDONE! They are now Hardlights, and they have a customizable color!
We have a new 100x100 level layout called the Mega Box, which has 2,000 more tiles than the previous largest level size. IS THIS BIG ENOUGH? No. It's never big enough.
Improved path editor visuals!
All right, I have to get back to work. If you want to know more, read the full patch notes below!
Note: Some of the patch note lines are duplicated. We're aware of this and are looking into our tooling to try to keep future patch notes from getting duped.
Levelhead v0.10.2: Burn it Down Patchnotes (since 0.9.1)
The Editor now features a "Screenshot" button next to the Level Details button. The Screenshot button will quickly move the camera to all parts of your level and create a composite image of your entire level that is scaled down to 40% (to conserve space). This composite image includes visible switch and receiver IDs as well as enclosures. Screenshots taken in this way will go into your game's save folder, and they will also be uploaded to your Steam Screenshots if possible.
Added a new level layout: Mega Box! The Mega Box is a 100x100 level size, which gives 2,000 more available grid spaces than the next largest level size.
UI
There is a new link on your profile dorm computer that takes you to a Notifications panel. You will now receive notifications when: someone steals a crown or shoe; someone tips exposure bucks to one of your levels; one of your levels graduates to the tower; one of your levels is selected for the Tower Trial; someone subscribes to you; and someone favorites one of your levels. Notifications include timestamps, as well as links to the profiles of the people they are about. Notifications that are about levels have clickable links to play those levels. Currently, we display your 100 most recent notifications.
Web
You can now log in to the game using Steam. This will create a Rumpus account that is connected to your Steam account, and you can later then use the web site to add an email address and other connected accounts. If you have already connected a Steam account to your Rumpus account, then this will just sign you in and will not create a new Rumpus account. This should make it possible for users who cannot receive emails from us to still play the game.
Sproing Time - Stronger hints implemented for secret coin locations. (thanks to Impflake Grinnyfunk)
Updated some of the campaign paths to be smoother and make more sense given their control inputs.
Updated the campaign completion gauge in the top right corner of the campaign map to no longer include the unlock stations, since they aren't a part of the campaign anymore.
Campaign unlocks have been COMPLETELY REMOVED. You will still need to beat a couple levels at the beginning as a mini-tutorial before using the workshop or accessing player-made levels, but otherwise, all items, biomes, and music will now be available all the time.
Added words to the Name Combobulator: Dance, Breakfast, Lunch, Dinner, Powerup, Happen, Because, Ricochet, Spooky, Circle, Square, Triangle, Tutorial, Pinball, Pendulum, Shadow, Shadowy, Gateway, Path, Road. (thanks to Spekio)
Added "Sorting" to the Name Combobulator. (thanks to Lampom Enwak)
You can now see a faded version of Hardlights when they are not active in the Editor.
Tempswitches can now be muted via their properties. (thanks to Spekio)
Clockswitches can now be muted via their properties. Clockswitches from levels prior to this version will be muted while invisible as before, but newly-created Clockswitches from this point forward can play sounds even while invisible.
Tempswitches can now go down to 0.25 seconds.
Hardlights (formerly Balloogs) can be given four different colors. All levels that used to have Balloogs will have pink Hardlights, since they are the closest visually to the old Balloogs.
The start node of paths in the editor are now square, and they are displayed in gold when the path is highlighted. Ending path nodes are now downward-pointing triangles.
The path editor tools have been given more understandable and more differentiated icons.
You can now set receiving items' switch requirements to "One Active" or "One Inactive". In programmer terms, this allows you to set up "XOR" logic.
You can now make Spike Chainers "swing" instead of spin. Customizable attributes are swing amount (in degrees), swing speed, base angle, and time offset.
You can now set receiving items' switch requirements to "One Active" or "One Inactive". In programmer terms, this allows you to set up "XOR" logic.
You can now make Spike Chainers "swing" instead of spin. Customizable attributes are swing amount (in degrees), swing speed, base angle, and time offset.
Optimization
Repacked texture pages for a slight FPS boost. Very very slight.
Web
Fixed and reintroduced notifications for whe people you are subscribed to publish a level.
UI
We will no longer flash your profile when you get stolen crowns or when someone publishes a level, since those notifications will now come through your Notifications page. However, those lists are still fully available in your Profile page as before.
You should now get a notification for when someone you are subscribed to publishes a new level.
When the publishing animation finishes, you are now taken to the Marketing Department instead of the Workshop, since that's where your level got published to. When you have a freshly published level but haven't looked at the "My Levels" tab in the Marketing Department, the toggle switch to change tabs will have rings circling it to subtly indicate that you should go there to see your newly-published level.
Added new visuals to Spike Chainers when they are being inspected in the editor and are in "Swing" mode.
If you see a level that you have reported in the past, it will have a big red "X" displayed where its play button normally is.
Added a little disk icon for when the game is saving or loading, instead of it saying "Saving" or "Loading" across the bottom.
If you see a level that you have reported in the past, it will have a big red "X" displayed where its play button normally is.
Added a little disk icon for when the game is saving or loading, instead of it saying "Saving" or "Loading" across the bottom.
Settings
You can now turn weather off completely in the game's Graphics settings. (thanks to Boiliglam Ickloud)
Visuals
Hardlights are less bright.
Hardlights now glow in a subtle sine wave, and they glow brighter when you are touching them (only with maximum graphics turned on).
Balloogs have been reimagined as "Hardlights". They are a small projector that emits a square-shaped hologram that is SUPER HARD and you can stand on it.
Static items such as Brittle Rock or Slippy Goo now spawn top to bottom instead of bottom to top, so they will have a better feeling of "stacking" on one another.
Gameplay
Slippy Goo now applies inherited horizontal speed when you jump, so you won't just pop straight up if you jump while sliding on it. (thanks to Spekio)
Cromblers now explode bombs on contact under all scenarios. This only applies to levels made in version 0.9.7 or higher, to avoid breaking older levels.
Mobile
Replaced the directional buttons with a joystick for gameplay in mobile devices. The joystick can have its position and radius adjusted.
Replaced the directional buttons with a joystick for gameplay in mobile devices. The joystick can have its position and radius adjusted.
Fixes
Campaign
That's An Incredible GR-18 - tiles updated and camera softlock on 4:3 aspect ratios can no longer occur.
The opening cutscene has been adjusted to remove mention of unlocking technlogy via the campaign.
Web
Updated subscription notifications to properly apply timestamps.
On the Tower Trial screen, you were able to subscribe to yourself. You can no longer do this.
Temporarily disabled subscription notifications to work on some back-end systems to make them more reliable.
Fixed an issue with the Rumpus Item Downloader that would cause the game to crash if headers were missing from the downloaded item. Now it will just report a failure, but the game will continue to run.
If you built a level in a higher version of the game, you will now still see that level in the "My Levels" tab of the marketing department.
You can no longer continously report player names.
Editor
Relays now properly display the new switch logic.
When editing paths, white dots would appear in your level and then torment you forever with their meaningless existence. This has been fixed.
Updated the "Receiver Circle" iconography to now properly display all Receiver styles.
Added the Spookstone to the Daily Build default list.
Visuals
Fixed an issue where high/low weather effects were the same. There should now be a distinguishable difference.
Fixed a small cropping issue with the Levelhead logo in the new Screenshotting tool.
Updated Balloog visuals to no longer be 3 pixels out of alignment with one another.
Hardlights no longer flicker weirdly when you restore at a checkpoint.
The broken pillars of the Kistoon Ruins biome no longer have holes that show the background through them. (thanks to Wumpybami Rampygop)
Gameplay
Hardlights without switch IDs would start collapsed sometimes, but not always. Now they should always start inflated.
Fixed an issue with inherited horizontal movespeed from treadmills and platforms, that would make it harder to recover from your jumps.
Fixed an issue where inherited velocity wasn't behaving the same way going left as going right.
In some cases, players were seeing that dropping to certain FPS ranges would allow jumps that were a few pixels higher, allowing you to clear 1 tile higher when sprint-jumping. We have added a correction factor to jump speed and the variable jump timer in relation to FPS, so you should no longer gain any meaningful excess height in this scenario. (thanks to Crushnoil Varkzapee)
If your level starts with a Camera Anchor active, the camera should just already be on the Camera Anchor at level start instead of panning to it. (thanks to Pickwippy Voozippa)
Charge Switches will no longer move on paths after a checkpoint respawn. (thanks to Wumpybami Rampygop)
You no longer decelerate if you are pressing a direction key that is the same direction as your inherited Xspeed from a treadmill or a platform. You will only decelerate the inherited speed if you push against it. (thanks to Spekio)
You should no longer be able to carry powerups around -- they should consume any time they are on your back. (thanks to minearia)
Updated camera lerping code so that it is less prone to "hitching" feeling movements when GR-18 is moving very fast.
If you touched a BUDD-E in a co-op level that is in BUDD-E mode while carrying a player, that player would get duplicated and then the game would crash. This should no longer occur.
Throwable Blocks would attempt to use phsyics even while the game was paused, which would cause them to ignore treadmills for the frame after a resume. This has been fixed. (thanks to Spekio)
Fixed some issues that would cause paths to get out of sync when game speed changes occurrred, such as during powerup acquisition animations. Paths should now always go to the same place at the same point in time, regardless of how the game speed changes. (thanks to Spekio)
Updated path calculations to make them more consistent across variable or spiking frame rates.
Crash
Fixed a potential crash issue when swapping item variants. (thanks to minearia)
Fixed a crashed caused in Balloogs by the new XOR logic system.
Audio
Removed the "Inflate" sound on the Hardlights, since it was formerly for Balloogs.
The menu music will now properly play when you return to the Notifications page after playing a level through your Notifications.
UI
Fixed the Daily Build text to no longer reference the campaign.
Spending exposure bucks showed the old lime green "Coin" icon in the text popup. This has been fixed to now show the modern Exposure Bucks icon.
Rumpus
Fixed an issue where login emails would not be sent.
Welcome to yet another week of outrageous community creativity! This week we've got great storytelling, Speedrunner Guild automation, and the trial of the baggage claim. As always, remember to click the level names to bookmark them for play later on - LET'S GO!
TalkGibberish spins us a yarn
TalkGibberish is in great form this week, bringing us the incredible True Storyâ„¢ of how Slurb Juice is made. His level Big Vacrat Theft, Episode 1, makes incredibly clever use of Levelhead's systems to tell a story about chasing down a Vacrat who has stolen your jem. DANG VACRAT, GET BACK HERE!
Steek Hutsy tests our reflexes
In Secret Shrine Rush, Steek Hutsy had us sprint-jumping non stop, making it feel like we could truly fly. And Steek's level A Trust Leap made us confront our distrust in people with repeated blind package-throws through portals. Trust in humanity, restored!
The Baggage Claim Nightmare
Bag Catch gave us flashbacks to the airport baggage claim. In MisshapenSmiley's level you have to be quick and precise to grab your package from the conveyor belts before it disappears. Be quick, and don't take someone ELSE's bag.
Levelcup & Speedrunners Guild
Season 5 of the Speedrunners Guild has begun! Our awesome Paragons Cprice and Retro have combined their powers to turn the Level Cup website into an automated recorder of speedrun challenges - no screenshots needed. Put on your running shoes and sign up to earn your place in the underworld of speed demons!
Highlights
KilThrall's Floor Is On Fire is a great recreation of floor is lava game.
In this week's edition of "HOW DO THEY DO IT?" We get to showcase flying ships, games within games and weird new levels built out of the latest and greatest item additions to the game! Click on any of the level names to bookmark these levels and check them out over the weekend. LET'S GOOOOO!
Flying Ships
NoicreC's latest entry to the "Hmmm" series is a well-paced flying ship level Sky Rail of Hmmm with the use of clever paths & contraptions! Jump in and see the clouds fly by on your aerial ship!
Snakes and Ladders
Natari has recreated Snakes and Ladders in his amazing level Rift & Slippy Goo. With the intelligent use of switches and contraptions, you can play a game within a game!
Two-man Teams
This patch introduced Keyboard + Controller co-op, so why not jump into Spekio's co-op level Companion Assist Challenge! In this level, you throw your partner in crime to solve puzzles and dodge obstacles. This level really showcases the kinds of weird puzzle shenanigans that can ensue when you have a friend in tow!
Proceed with caution!
Ripcord Fear is not for the faint of heart. Play has created a level where precision and fast reflexes are the key. Death will be instant, but it happens so fast you can't help but try again. See if you can get past the first three seconds, because we definitely couldn't!
Security alert
tripleB36 has made clever use of red purge gates in Purge Gate Temple. The last patch created a new item of using purge gates to stop objects from moving through them. This level uses the new items and stone tiles to create a spooky scenario that might summon flashbacks of dealing with the TSA. "Is that a tube of toothpaste? LEAVE IT BEHIND!"
Levelhead Crown Contest
Gkar has used his programming powers to create a website that hosts score-hunting competitions using the Levelhead API. Put on your SCORE-HUNTING BOOTS and join the Crown Contest for a chance to win a free Levelhead Steam key to gift to a friend!
Quick Highlights
NoicreC' Mad Mountain of Hmmmm is a wide-ranging, challenging level that feels like a great adventure.
TalkGibberish's Nimble Tumble Tower level is a beautiful puzzle that'll have you scratching your head!
SchuhBaum's Song Of Storm is a really neat Song of Storm Zelda tribute level.
Hey, Levelheads! This patch we honed in on new features to make level editing much faster and easier, lots of quality of life boosts, and multiplayer improvements. And just as a bonus, we threw in a whole new tile set! Be warned, though... After this patch, you'll be moving so fast building your levels that you will windburn your eyebrows off. Don't say we didn't warn you.
The Great Editor Enslickening
BUCKLE YOUR SHOES, PILGRIM. We have a lot of cool editor improvements this week, and we don't want you losing track of your footwear after you blast off into the stratosphere.
I Can't Believe You've Undone This
YEP, you read that right. UNDO. You can now make horrible mistakes and then act like they never happened. Just like real life!
As it turns out, this is easily the most useful thing we have added to the game in 18 months of development. WHY DID IT TAKE SO LONG? It's complicated. No really, that's why! Undo functions are complicated! So be on the lookout for any weirdness with this one, and we'll get that stuff hotfixed ASAP!
We currently don't have a REDO function yet, but it's in the works!
Buckets and Buckets
One of the reasons Levelhead didn't have any mass-editing tools was simply because without an Undo feature, mass-editing is dangerous. What if you deleted a huge chunk of your level on accident and couldn't recover it? That's no good!
But now that we have an Undo function, it's time to start implementing some super-slick editor features. So this patch, we are introducing the first of these: the PAINT BUCKET!
The paint bucket allows you to replace any contiguous area of your level with just about anything you want. Want to convert your rickety wood hut into a castle? Paint bucket! Want to fill a large area with background? Paint bucket! Want to assign switch IDs to a huge chunk of coins? Paint bucket! PAINT BUCKET! PAAAAAAINT BUUUUCKEEEEET.
We've also given the paint bucket a hotkey (both on controller and keyboard), so once you get the hang of it, you'll be building levels 10 times faster than before!
Auto-Assigning Switch IDs
Have you ever put down a switch, and then put down an item, and thought, "Crap! What channel was that on?" Well, now you don't have to remember a ding dang thing!
We've added a system that remembers the most recent receiver or switch you set up, and automatically attaches the next thing you add to the level. CONVENIENT!
For those who prefer to do it the manual way, this feature can be disabled in the Editor settings.
Auto-Incrementing Switch IDs
Some of our contraption builders have been using so many switch IDs that we had to increase the maximum switch ID to 999 last patch. Well, it also turns out that when you have that many switch IDs in your level, manually assigning all 1000 of them can be a pain in the butt. We got a request from our players to create an autofill system to solve this problem, so we added it!
This should allow for easier handling of large numbers of switches that are close together. Enjoy, you crazy contraption builders!
To activate auto-incrementing switches, enable it in the Editor settings!
Path Copy/Paste
We heard from some of our players that when they build levels that have tons of paths in them, going in and manually adjusting every path's settings can be quite tedious. So we took that tedium out, by allowing you to use the Eydropper and Paint Bucket on paths, which will copy and paste their properties!
We hope to see a lot more paths being used in the future, now that it's so much faster!
Reversible Paths!
While we were poking around in the path code, we realized we had an old player request lying around -- the ability to give a path multiple speeds, depending on whether it was activated or not. So... we did that, too!
We also allowed path speeds to go negative, which means you can create a path that goes forwards when a switch is pressed, and backwards when the switch is released (or vice versa). PAYLOAD LEVEL TIME!
SPOOOKY STONES!
After last patch's Rickety Wood tile set, we felt there was still a little something missing. Something... dark. Something solid. Something SPOOKY! So Sam dusted off his stylus and hand-crafted a brand-new tile set: SPOOKSTONE! Spookstone has the extra fun effect of having pillars that turn into giant screaming demon creatures, so you can make castles that look particularly horrifying.
We've already had players in the beta branch building tons of cool castle and dungeon levels, so we're excited to see what this tileset brings!
Tidy up that level!
Purge gates got a big boost in utility this patch! They can now block items from passing through!
As a puzzle designer, you can now to segment your level and ensure that objects stay put in certain sections, giving you a lot more control! And since Purge Gates can be activated or deactivated, you can also de-segment your level at any time, based on level triggers. MAXIMUM PUZZLE POWER!
Multiplayer Gets a Lift!
You asked for it! And then you asked for it again! And again and again! Well finally, we got off our butts and did it! That's right: you can now play co-op with a keyboard and controller, rather than needing two controllers.
But we didn't want to stop there! We figured with more people now able to play multiplayer in Levelhead, we should shave off some rough edges in the multiplayer experience. For example, we added Multiplayer Respawn Options to the Editor's Level Details page, so you can have players respawn via the traditional "Bubble" method, or the new "BUDD-E" method -- where players only respawn at checkpoints!
We also revisited a bunch of the controls, to ensure that both players are able to do most things in the game, rather than reserving everything for player 1.
If you haven't dipped into Levelhead multiplayer, now is the time to give it a shot!
To activate Keyboard + Controller Co-op, just go to the Settings menu and activate it under the "Gameplay" section.
FIXES GALORE!
We've got tons more general improvements, fixes, and quality of life buffs all over the place this patch. If you want to know more, read on below! And if not, well... GET OUTTA HERE!
You can now choose how players respawn in multiplayer in your levels. By default, the game will use the "Bubble" style respawn, but you can now change it to "BUDD-E" respawn mode. In BUDD-E respawn mode, defeated players will only respawn when someone activates a BUDD-E or resets to a BUDD-E.
You can now give a path two different speeds -- one speed for when it is active, and one speed for when it is inactive. Path speeds can now also go negative, so you can have a path that moves forward as long as some condition is met, and backwards if that condition is not met. Paths also no longer have a minimum speed threshold, whereas previously they couldn't go slower than 50px/second. (thanks to Joe Ah Oh)
Purge Gates can now be customized to disallow carryable items from passing through, while still allowing GR-18 to pass through.
You can now copy and paste properties from one path to another.
New editor tool: The PAINT BUCKET! The Paint Bucket fills an area that matches the original spot you clicked with a new item. For example, if you select a Whizblade, then click the paintbucket, then click on a large section of Spiketrons, the Spiketrons will all be replaced with Whizblades. You can also swap out backdrop styles and terrain styles. For example, if you have a Rickety Wood fort and you want to see how it looks as Spookstone, just choose Spookstone, then Paint Bucket, and click the Rickety Wood, and this will swap out the stone with wood. The Paint Bucket can be used with most 1x1, non-unique items, and will affect up to 144 contiguous tiles in one click, emanating from the center of your click outward. Items are considered contiguous if they are adjacent to one another (but not diagonally) and are identical in terms of item type and properties. The Paint Bucket also can be used in conjunction with the eydropper. So if for example you would like to update a large batch of Jems to have Switch IDs, you can just update one of them, eyedropper it, and then paintbucket the rest.
New context-aware tileset: Spookstone! Spookstone is hand-laid stone infused with ancient technology and... green stuff. Don't look at it or it'll steal your SOUL!
You can now undo actions you have taken in the editor when building a stage in single-player mode.
GR-18 now leaves behind ghostly images in the Editor of the last few seconds of gameplay, so you can better plan your level routes. Ghosts can be toggled on and off by a new button on the Editor sidebar, as well as in the settings.
You can now undo actions you have taken in the editor when building a stage in single-player mode.
Gameplay
You can now play co-op with a keyboard and a controller, instead of needing two controllers. To enable "Keyboard + Controller Co-op", simply go to the "Gameplay" section of the settings, and flip this setting on.
UI
You can now choose how much to tip with your exposure bucks by clicking the "Tip Size" option in the top-right corner of the Marketing Department. Tip options are 100, 500, 1k, 5k, or 10k. The default tip amount is 1k. If you have less exposure bucks than your set tip amount, you will tip all of your exposure bucks.
Settings
Added two new settings: Auto-Increment Switch IDs, and Auto-Assign Switch IDs. With these off, the editor will behave as it originally did, but with them on, you get some extra functionality from placing switches and receivers to speed up editing (once you learn how they work).
Demo
Levelhead now has a Demo mode. In Demo Mode, you can access the first batch of levels in the campaign and use the workshop, but you cannot use web features.
Improvements
Editor
The level orb on the publish animation now has a rocket engine blast behind it when it flies away.
Added more visuals to copy/pasting paths via clicking the side buttons, so you know what is happening.
When editing levels in multiplayer, player 2 can now use all of the hotkeys player 1 can, such as the Undo button, the Play button, steering the camera, changing zoom levels, and, of course, whatnot. If multiple players are steering the camera at the same time, the camera will move based on the net direction between all players. Enjoy our new camera tug-of-war game mode!
Added "Treasure" to the name combobulator. (thanks to Spekio)
Dramatically sped up the undo and paint bucket processes for dealing with large groups of scalepopping items.
Merge pulses now only scalepop items that need to be replaced, instead of respawning all contiguous items.
When using the Eyedropper or Paint Bucket tools in the Path Edit mode, the cursor now behaves in such a way that it is more obvious what it is doing.
You can now select the "Delete" tool by clicking on it, and then use the Paint Bucket tool to delete large chunks of contiguous items or backdrops.
Implemented several missing item selection sounds, including sounds for Relay, Camera Anchor, ZOOM-R, and enemy droppables.
You can now see the placement area for the "Environment Column" tool. (thanks to misshapensmiley)
You can now use the paint bucket by pressing a hotkey while hovering over stuff.
You can now right-click paths to "Eyedropper" them, and use the Paint Bucket hotkey while mousing over them to paste path properties.
Added "C" and "V" hotkeys to the path copy/paste functions in the editor, and set the Paste function to be grayed out if nothing is copied.
The Undo button should now be grayed out if there is nothing to undo.
When you set an item's Sending Channel, the next item you place that can receive signals will have its Receiving Channel set to that channel.
When you set an item's Receiving Channel, the next switch you place will now automatically be sending to that channel.
When you are placing items with switch IDs in a row, their switch IDs will now auto-increment by 1 with each one you place.
Shifted the properties window to the right, so it no longer overlaps with the sidebar.
Relays are now visible when playing a level in Cheese Mode via the editor, so you can more easily debug your logic. (thanks to Mopuppy Tinwomp)
Switched the default "Z" hotkey from "Level Details" (which is hit rarely and doesn't need a hotkey) to "Undo" (which will be hit all the time). On the gamepad, left bumper is now Undo.
Player Ghosts now show GR-18's most recent two seconds of gameplay, down from four (that was way too much).
Set the maximum stored number of actions in the Undo cache to 200.
Set the maximum stored number of actions in the Undo cache to 200.
Gameplay
In multiplayer, the camera should now always try to keep the player with the package onscreen, rather than always focusing on player 1.
Added sound effects to most of the enemy droppable items.
UI
When mousing over the "Boost" button near other people's levels, the hover text now says "Tip This Level".
Increased the limit for how many levels are stored in your "Beaten Levels" list.
Updated the default eyedropper hotkey to "C", since it is effectively a copy function.
The "Ghost" button becomes grayed out if you have Player Ghosts disabled in the editor.
Audio
Implemented new sounds for the Paint Bucket and Undo tools.
Workshop
The hotkey to proceed to your new level in the Level Creation screen is now the same as the "Play Level" button on all other screens (RB or E).
You can now participate in the Daily Build even if you are not logged in. However, you cannot view or play other players' daily build levels. This applies to the demo version of the game as well.
Biomes
Implemented the third music track for the Asteroid Tunnels biome (in development).
Campaign
The following levels have been updated to include the new Spookstone tile set: Chamber of Magic, Firefall, GR-18, Meet the Flipwip, Temple of Karma, Sting like a Bee, Grand Theft Grotto, Only Air, Temple Gauntlet.
A new Badge, "Jump Scare", is now available toward the end of the campaign. This includes the Spookstone tile set.
That's an Incredible GR-18 now has a package cam stopping players from hitting the checkpoint near the bouncing section. (thanks to Xeahappy Breeyuppa)
Dense Fog Ridge's zoom has been modified.
Hide and Sneak's zoom has been modified.
Main Menu
When you haven't played the campaign yet, the ship on the main menu will show the spinning rings around itself to draw attention.
Visuals
The space ship on the main menu now glints if you haven't beaten any campaign levels.
Fixes
UI
Players other than player 1 can now press "Start" on confirmation windows without causing it to disconnect their controller.
You can no longer change multiplayer respawn style on the Finalize Level Details screen before publishing.
Players other than player 1 should now be able to scroll UIs.
Fixed some spots in the UI where second-player controller inputs were not registering, such as the level publish animation, or the "Retry" and "Edit" buttons in-game.
When you had Keyboard + Controller co-op enabled, the game would always show controller hotkeys, regardless of whether you actually had an active controller. This has been fixed.
Fixed a text overflow issue on the Workshop Unlock screen in Russian.
You can now use a controller to click on sharecodes in the "Recent Graduates" section of the Marketing Department.
When you use a mouse and don't have "Keyboard + Controller Co-op" active, all controllers will be disconnected, instead of being secretly connected but pretending not to be, like a bunch of liars.
The "Back" button wouldn't respond if you clicked on it from the tag selector window. Now it should! (thanks to Blastlumpa Reallyzarble)
Profile tabs should no longer show their exclamation mark alerts if you have already looked at that tab.
Fixed the ability for internal testers to see developer options in the in-game pause menu.
Fixed text overlapping issues on key rebind buttons where the description is particularly long.
Gameplay
When enemies or pickups were moving through solids after emerging from prize blocks, they would sometimes skip over one-grid spaces and continue moving through solids. This should no longer occur.
Powerups should now properly take the same path when they emerge from a prize block, regardless of game speed. (thanks to Flipzowee Powwomp)
Springs that emerge from Prize Blocks (or similar) into solids will now move through the solids and emerge from the other side, bringing their behavior in line with other items that go into Prize Blocks.
When players join or leave, the level no longer restarts during gameplay. The change in active players will apply whenever the level restarts the next time under normal circumstances.
Fixed some scenarios where you could still pull items through item-blocking purge gates.
Paths now check their switch states at the start of each step, which should now allow paths to be attached to one-tick-switches, and should result in their positions being more reliably synced. (thanks to Spekio)
Grabbing up or down no longer requires the joystick to be pressed quite so far up or down when using a controller. (thanks to Gopie Darrarumblee)
If you pressed left or right in the same exact frame as pressing the grab button, but you were looking a different dirction than the direction you pressed, your grappler would fire in the direction you were looking instead of the direction you pressed. This should no longer be the case.
When the player is moving on a treadmill, Prize Blocks, invisible Prize Blocks, and Dense Fog will now properly be recognized as solid and will be triggered when touched. (thanks to Intuition?!)
Fixed an issue with Spinny Platforms not always correctly calculating player inherited velocity when jumping or falling off of them. (thanks to cprice)
Checkpoints now properly restore bomb timers.
Checkpoints now properly restore the directions of rockets and missiles.
Enemy droppable items that have been manually placed via the editor will now properly record their destructions, so they won't reappear after a checkpoint respawn if they were used before the checkpoint was hit. (thanks to Crushnoil Varkzapee)
Blopsacks were not floating away when emerging from Blopfush. Now they are! (thanks to Jestypla Funkoumble)
Editor
Fixed an issue where item properties would sometimes not properly carry over when joining items together.
Fixed some issues with the Undo feature relating to paths and path properties. It should be more reliable now.
Selecting different paths should no longer cause the side buttons to flicker.
When you revert a level back to the workshop, it will now keep its tags.
Cheese mode was allowing players to set their "Carry" items to things they had not yet unlocked. This should now be fixed.
Player ghosts no longer clear upon death -- they just record the last 2 seconds of gameplay, regardless of deaths.
When using the paint bucket, it was possible to destroy items that were required as solids to support other items, such as checkpoints, while leaving the checkpoint (or similar) floating in space. This should now be fixed. (thanks to Crushnoil Varkzapee)
Fixed an issue where if you used the paint bucket on a large group of scalepopped items, then used the Undo tool, some of the items would not be properly restored. (thanks to Crushnoil Varkzapee)
Fixed an issue with the paint bucket causing unnecessary "merge pulses" to be sent out around its perimeter, re-merging items that didn't need to be merged.
Fixed some issues with using the paint bucket and backgrounds that could cause invisible backgrounds to be placed.
Optimized some slowness with undoing certain scalepopped items.
Optimized some slowness with using the paint bucket in certain scenarios.
If you paint bucketed a large area of scalepopped items, the larger items weren't respawning their sub-components that had been broken apart. This has been fixed.
Fixed an issue where if you used the paint bucket on an item that had identical properties and was the same item as the one you have in your bucket, it would still register as a successful paint bucket action, and would then add to your Undo history even though nothing happened.
The arrows coming from Blasters were offset by 1 pixel, so they would not line up if your blaster was shooting straight up. This made it look like you couldn't truly shoot the player 90 degrees (though you could -- it was just a visual bug).
The "Undo" function should now also remember when you paste path properties.
Optimized placing items so they don't continually re-place identical items on top of themselves. This should speed up the Undo function by not recording unnecessary changes.
When you place an item while having a variant open, the variant dropdown menu will close.
Player Ghosts should not persist from one level to another -- they should be cleared each time you load a new level.
Enemy carryable items that are attached to a daily build's enemy should now always be available to use. (thanks to Tim Conceivable)
Kronkrete Backdrop is now available for Daily Builds.
Fixed an issue where GR-18's powerup properties could be edited even if the player hadn't unlocked powerups.
Portal destination IDs were not keeping their ID numbers past 127 upon save/load. Now they are! (thanks to Packahonka Doordoop)
Audio
If you cut short the publish animation, its music should now stop.
If you picked up a Lectroshield around the time another Lectroshield was wearing out, the pitch of the new Lectroshield's audio would be stuck super low. This has been fixed.
Fixed an issue where the Lectroshield, after expiring, would continue to make a subtle buzzing sound in the background. (thanks to Quickcloud Pangzow)
Campaign
Some of the spike traps in Temple of Karma started moving around on paths. They should no longer be doing this.
Visuals
Fixed some depth sorting issues between different types of terrain.
When you beat a level while hanging on the ceiling, GR-18 will now switch to the correct subimage.
Crash
Fixed a crash that would occur when beating a Tower Trial level in the Asteroid Tunnels biome (which is under development).
Fixed a potential crash caused by an edge case when using the Undo function.
Fixed an issue with Cannons and Lookannons trying to render projectiles they didn't have access to, and causing a crash in the editor.
Demo
Fixed an issue with tracking player demo progress that would allow the player to go past the last level of the demo, but then never go back to it from the other direction.
Runtime
Updated Game Maker runtime version, which should cause the game to now allow Windows 7 users to log in to Rumpus and use web features.
Another week down and another round of MIND BOGGLING creativity from our incredible community! This week brought us Vacrat meat jumps, an even fancier calculator, and a big burst of ridiculous troll levels! As always, remember to click the level names to bookmark them for later on. LET'S GO!
Take Shelter from the Fiery Rain
In Sjosz'sFiery Rain Ferry, you take shelter under a moving path to escape from the FIERY RAIN OF DOOM! The ongoing flames make for a stunning visual, but don't get distracted by its glory, or you will face CERTAIN INCINERATION!
Troll Mania
This week's Levelcup challenge to create troll levels has encouraged Sephy to create a hilarious troll level Unfortunate Excursion.... Watch out for traps as you chase the disappearing key!
Calculator v2.0
You can throw your old calculator in the trash, because Joe Ah Oh has you covered! His new calculator level, Stack Machine 2, has addition, subtraction, and multiplication, and it can calculate up to 3-digit numbers! The blinking jems as a loading spinner is a great finishing touch to the level.
Vacrat meat to the rescue!
The most recent patch introduced new movement techniques involving kicking objects, and TalkGibberish has made clever use of this in Ground up Vacsteak. If you need practice with using Vacrat meat to jump higher, this is your level!
Held hostage by a Flapjack
Loudvary McPopturn makes you dance to the tune of the Flapjack in To Trust A Flapjack. This level showcases an excellent use of switches and the Flapjack to create level that makes you work on your precision.
Fan Art that made our heart fuzzy!
SleepyDoof's blender fanart of GR-18 is incredible. We love it when the community makes and shares fanart, videos, and gifs with us. Please don't forget to post your awesome work in the discord channels, so we can broadcast our amazing community to the world with the Earth equivalent of DIRP (Youtube, Twitter and Ballyhoo)!
Quick Highlights
Chortles' Ancient Lizumi Temple will have you running for your life from the Lizumis.
This week we've got a remake of Downwell, some spooky use of the new Rickety Wood tileset, and straight up armageddon. Remember to click the level names to bookmark them for play later on - LET'S GO!
Paragon Joe Ah Oh makes Downwell
Levelhead's switch system has been expanded massively in the last few weeks, and our Paragon of Contraptions, Joe Ah Oh, took advantage of it with Downwall. This build recreates the popular 2d title inside Levelhead, complete with procedural generation! Each play through is different, and you can even choose your preferred power-up style. All we can say is - WOWOWOWOWOWOWOWOW!
Jornker brings ARMAGEDDON
In The World! It Explode!?, Jornker makes us feel a just a little bit closer to doomsday. What a way to kick off a weekend, eh?!
TalkGibberish builds a miniaturized campaign
Level Hat But Short had us cracking up. TalkGibberish managed to collapse elements from all the campaign levels into one overarching level that rapidly (and in tiny fashion) walks new players through all the mechanics.
SleepyDoof's sassy elevator ride
Running up to an elevator that's closing its doors on you is tough enough, but SleepyDoof's Up! Up! Up! Down? level has players fighting to keep up with an elevator that JUST WILL NOT STOP. This level is not only great for the elevator mechanic, but because SleepyDoof really took the time to make it look gorgeous. Check it out and get inspired!
GroverSoup brings everything together
In a seriously impressive mash of Levelhead's many elements, GroverSoup's Early Game Pursuit is a fantastically paced, clever level that'll have you grinning from ear to ear.
MisshapenSmiley brings Tremors to Levelhead
Rocket Rain made us feel like we were being chased down by voracious, subterranean creatures. MisshapenSmiley's level is mad, clever, and tons of fun.
The Levelcup's TROLL contest has begun
Paragon Cprice's Levelcup is in its newest installment, calling for submissions of the Troll variety. Take a crack at making a level that confounds and frustrates players while making them utterly determined to finish it. It's a tough line to walk - let's see what you can do!
Welcome to Patch 0.8, Levelheads! This time we've got a wild & weird hodgepodge of stuff, and there's certainly... a lot of it. With our Rickety Relay update, whether you're a contraption builder, a speed runner, a campaign cruiser, or a budding cinematographer, we've got something for you!
Build Glorious Structures with New Tilesets!
We love our context-aware terrain tile system, but we've always felt like it would be nice to be able to create more "Constructed" areas of levels -- parts of the level that feel like someone built them. Things like houses, shacks, sheds, towers, etc... And although we do have Kronkrete tiles for this, we wanted more variety. So we created a new tile set: RICKETY WOOD!
Rickety Wood also has the special power that its context-aware algorithm also looks for backdrops, so it will be able to discern whether it is indoors or outdoors. If it's a topper tile to an indoor space, it will even turn into a thatched roof! If it's an outdoor bridge, it will get ropes!
We also added Kronkrete backdrops, and a new "Window" tile that allows you to create indoor-feeling spaces that have visible backdrops, without necessarily just punching holes in the wall. Plus, this keeps the bugs out.
Create Cinematic Scenes with the ZOOM-R!
Once we started building cool houses out of wood, we realized it would be way cooler if we could show more of our creations. So we added a new item: the ZOOM-R! With the ZOOM-r, all you have to do is hook it up to a switch anywhere in your level, set the zoom level, and flip that switch during gameplay.
Now, you can create a tense, up-close moment, or zoom out to showcase some interesting structure you've built and create a sense of awe. It's these little cinematic touches that truly separate the good level builders from the great. We're pumped to see how you all end up using it!
Build a Working Computer with Relays!
Although our players have made flamethrowers, replicas of other games, and working calculators in Levelhead, we couldn't help but wonder... What if we made Levelhead's switch system even more powerful? SO WE DID, by introducing a new item: the Relay! Here's how it works.
Levelhead's Switch system involves "Sending" and "Receiving" channels. For example, a pressure plate might send a signal to Channel 1. Meanwhile, a door somewhere in the level is listening to Channel 1. So you push the pressure plate, and boom! The door opens.
The limitation of this system is that you can't have cross-talk between channels. That Channel 1 pressure plate can only ever influence items that listen to Channel 1. Well, with relays, we've fixed that problem!
Relays are, on the face of it, quite simple. They listen for a signal from one channel, and when they receive the signal, they send a signal to another channel. You can think of it as sort of "transferring" a signal across channels, like having your pressure plate on Channel 1 open a door on Channel 2.
That's the simple setup. But it turns out, Relays can be used for a whole lot more. Our beta testers have already figured out how to use Relays to create every kind of logic gate that exists. So we expect to see a full, working computer at some point in the near future, built out of these things.
Oh, and because we knew this was going to blow the lid off the switch system, we increased the maximum switch ID from 127 to 999. Hopefully that tides you maniac builders over for at least another two weeks! After that, we'll have to figure out how to get that fourth digit in there... and fifth...
Skip Across the World!
OKAY, TIME TO GET DEEP INTO SOME MECHANICAL DISCUSSION!
One of the tricky things about physics-based gameplay is that sometimes, emergent mechanics appear that you don't plan for. In Levelhead, up until now, we've had the following mechanics in place:
When you throw an object down while falling, you slow down but still continue to fall.
You can stand on any falling box, as long as the box is also falling.
You have a small grace period after standing on something where you can still jump.
These three systems combined to allow for advanced, but somewhat unreliable techniques:
The "Infinity Leap." By continually throwing the package down, jumping off of it instantly, and then regrabbing it as you jumped up, you could traverse a gap of any length without falling to your death.
The " Super Jump." By throwing a crate upward, then jumping shortly after, you could leap off the crate as it started to fall, and then re-grab it on the way up. This effectively gave you a super-high jump.
The "Infinite Super Jump". By combining the above two concepts with some extremely precise inputs, you could ascend upward forever.
Although these techniques were hard to execute and pretty interesting (and fun to watch), they made it very difficult for level designers in Levelhead to make levels that could "contain" the player. Since advanced players could simply clear any gap or any height at will, the design side of Levelhead started to break down, and level builders had to keep trying to come up with ways to "de-cheese" their level to prevent these moves from being used.
So, after some long chats with our community and some soul searching, we have decided to tweak the game's physics in one small way, which would still allow the Super Jump, but disallow the Infinity Leap and the Infinite Super Jump. This means you can still clear a high gap once, but you can no longer ascend forever.
All we had to do was to modify how GR-18 gets pushed upward when kicking down. So now, it looks like this:
This solves the inifinite leaping problem, while also introducing some new tricks due to this little "double jump." For example, here's a new, weird way of skipping across solid spikes using a pickupable item:
We'll keep an eye on this change and make adjustments as needed!
As a final thought on this change... This is part of what makes Early Access really interesting. Levelhead isn't set in stone, and we (and our community) are always striving to come up with ways to make the game better. It was truly a pleasure having our wonderful players approach us to talk about this mechanics change with a... LEVEL HEAD. We appreciate the willingness of our community to wave goodbye to a mechanic for the long-term health of the game, even though it was pretty overpowered (and therefore... pretty fun).
Curvacious Campaign!
For our final big highlight, we've got a bunch of nice visual improvements to the campaign in this patch, including curved paths!
Yep, that's right... We got rid of all those rough corners! Now you can smoothly glide that space ship all up and down those Bezier curves! Oooooh!
Plus, with the new Rickety Wood tileset and ZOOM-R in our back pocket, we refactored a whole bunch of the campaign levels to give them a much more rustic and cinematic feel. If you haven't been back to the campaign for a while, now is a good time to go scope it out!
And some other stuff, too!
This patch is LOADED with fixes, improvements, and features, so here are just a few more quick highlights before we get on to the RAW, UNFILTERED PATCH NOTES!
There's a new "Variants" system that adds dropdown menus to items in the editor, so you can select other versions of that item.
There are new search and sort options in the Tower, including a "Hidden Gems" feature that surface good (but underplayed) levels, and you can also search for levels by how long it takes to beat them (on average)!
The Daily Build item set now includes more cosmetic items by default, so you can make more interesting daily builds!
All right, get outta here, and we'll see you in two weeks for patch 0.9! Though if you're still hungry for bullet points, carrry on! We've got tons of 'em!
You can now filter levels by length (measured in average time per win).
UI
Level cards now display their average time per win in terms of "Super Short", "Short", "Medium", "Long", or "Super Long". This should give players an idea of whether they are about to dive into a level that is going to take a long time, or whether it's a quick one.
Path Visuals
Three new visuals have been added for paths: Wiggly Vines, Square Chains, and Alien Webbing!
New Item
Introducing the Relay! Relays are simple items that can listen to a receiving channel, respond to that signal, and then send out a new signal on a different channel. For example, the simplest case would be a Relay that listens for a Pressure Plate on Channel 1, and when the pressure plate is held, the Relay sends a signal to Channel 2 to open a door on Channel 2. With Relays, you can now create much more fine-tuned logic gates and contraptions!
Introducing the ZOOM-R! This is an item that can be placed anywhere in your level, and is controlled by switches. When active, it allows you to change the zoom level of the camera. You can zoom in up to the point where you see 80% of the normal field of view, or zoom out to where you see 140% of the normal field of view. This will allow you to create more epic or more calm moments by manipulating the camera! ZOOM-Rs are not visible during normal gameplay, much like the Camera Anchor.
Rickety Wood! You can now build buildings and structures using our new context-aware Rickety Wood tile set. Rickety Wood tiles turn into walls, floors, bridges, knotted rope intersections, wooden chunks, and thatched roofs. This tile set is available in all biomes.
Rickety Backdrop! You can place new wooden backdrops to go with the new Rickety Wood tile set. Rickety Wood tiles are context-aware with relation to other solid tiles and Rickety Backdrops. Rickety Backdrops are available to use in all biomes.
Kronkrete Backdrop! That's right! Kronkrete now has backdrop tiles. These are available in all biomes.
Window Backdrop! Want to make a space feel enclosed, while still giving it that outdoorsy feel? Now you can! Windows are available in all biomes.
Editor
You can now directly place enemy droppables in the world, without requiring an enemy to be defeated first. These items are available in the "Carryables" section of the editor, and they become automatically unlocked when you unlock their associated enemies. These items can go on paths and can be given switch IDs. They float and are unaffected by physics (much like keys or batteries) until they are picked up.
Developer
Internal Bscotch team members can now purge their reported levels list in the settings page, to make it easier to test moderation.
Item Variants
The item selector bar at the top of the Editor is now capable of having "Variants" of items, available as a dropdown menu from the item that has variants. The dropdown can be opened by pressing "Down" on the Dpad with the item selected, or by clicking the item in the editor bar after selecting it.
Improvements
Visuals
Relays now display whether they are set to "Any Active," "All Active", etc... (thanks to Spekio)
Added shifting god rays to the Asteroid Tunnels biome backdrop (in development).
Campaign
The following campaign levels have been updated to incorporated ZOOM-R technology: Boom Boom Pop, Dense Fog Ridge, 9 Second Marathon, Calculated Risk, Hide and Sneak. Whizblade Grotto, The Way is Through, Howl of the Lizumi, Battery Gauntlet, That's an Incredible GR-18, Switch Karma, Door Problem, Hollow Mountain Hike, Chamber of Magic, Go Go Rumble, Deliver the Package, GR-18!, Boombox Wonder, Fire Fall, Eek! Ow! The Lectroshield!, Pressure Puzzle, Fly, GR-18!
The "Hyper Reactive" badge now includes the Relay item.
The "Spoiler Alert" badge now includes the Kronkrete Backdrop and the Window backdrop.
The "Downpour" badge now includes the Rickety Wood and Rickety Backdrop tiles.
The "Electric Sheep" badge now includes the ZOOM-R item.
A large number of Campaign levels have been updated to include the new Rickety Wood, Rickety Backdrop, Window, and Kronkrete Backdrop tiles.
The campaign now has curved paths instead of hard corners.
Editor
Added words to the name combobulator: Earth, Water, Bend, Manage, Flame, Inventory, Weather, Shelter, Cold. (thanks to Choyawp Cehappy, Spekio)
Added words to the name combobulator: Cabin, Refuge, Outpost, Wood, Rope, Shack, Field, Wooden, Rickety. (thanks to Spekio)
Sending and Receiving channels can now go up to 999, up from 127. While we were in the neighborhood, we increased the maximum IDs for Rifts to 999 as well.
All of the enemy drop items now have UI Icons in the Editor, instead of rendering their tiny, tiny, normal sprites.
The larger versions of Jems are now variants of the normal Jem, and are accessible via dropdown menu in the Editor.
When doing the Daily Build, you now always have access to Jukeboxes, Boomboxes, Camera Anchors, ZOOM-Rs, and Relays if you have unlocked them in the campaign. Because these items are less mechanical and more cosmetic, we feel that it doesn't break the spirit of the Daily Build to always have them available, much like Signs or Arrow Holograms. To make space, the "Objective" items (GR-18, the Package, BUDD-E, and the Goal) have been broken out into their own category in Daily Build levels.
Updated the visuals for the dropdown menus off of items in the Editor to have slightly rounded corners, and to have an updated visual for the arrow that signifies the dropdown is available.
You can now toggle the path editor by pressing Tab or Left Stick. As a result of this change, only the Right Stick on a controller can be used to change the Editor's zoom level.
Added words to the name combobulator: Protect, Defend, Sacrifice, Illusion, Assist. (thanks to Spekio)
Added words to the Name Combobulator: Anything, Everything, Any, All, Nothing, For, Bitter, Salty, Troll. (thanks to Oopyerchie Landjunk)
Moved Kronkrete into being a variant of the Environment tile section.
Added word to the name combobulator: Canopy
UI
The ending scoreboard now shows total Jem and total Enemy counts, and how many of each you acquired/defeated. (thanks to Spekio)
You can now use the "Random Name" button when choosing your alias while using a controller by pressing "Y" on Xbox controller (or similar on other controllers).
Biomes
Implemented the second music track for the Asteroid Tunnels biome (in development).
Added the first music to the Asteroid Caverns biome (in development).
Implemented the second draft of the Asteroid Tunnels biome (in development).
Optimization
Updated texture pages for more optimized frame rates.
Gameplay
The vertical speed impulse GR-18 gains from kicking objects downward has been modified. Previously, this impulse was additive, which means if you were falling past a certain speed, you would simply slow your fall by kicking an object down, but you would still be falling. Now, your vertical speed will be set instead of added to, which means you will always move upward after kicking an object downward, even if you were falling at maximum speed. This change opens up new movement capabilities for normal gameplay, since it effectively acts as a tiny "double jump" no matter how fast you are falling. This change removes the ability to perform the "Infinity Leap" or "Infinite Super Jump" techniques that would allow players to infinitely gain height or to traverse a normally impassable chasm by repeatedly jumping off the package.
Eyeswitches now only ignore stealthed players if the Eyeswitch is not invisible. You can't stealth past something that is STEALTHIER THAN YOU ARE!
You can now sneak past Eyeswitches by using the Tiptow. This will allow for the creation of some interesting stealth-style levels.
Relays (in development) are now always invisible during gameplay.
When a sign gets deactivated, it now depth sorts behind activated signs.
Tower
Added a "Hidden Gems" sort feature to the tower, which will show you levels that have a high engagement factor but are underplayed in terms of how many people have seen them. (thanks to Choyawp Cehappy)
Fixes
UI
The Tower Trial should once again only display the top 10 scorers and speeders.
Fixed missing text on the keybindings page for the "Toggle Path Editor" line.
The description text for items in the Editor will now shrink to fit the text box area. This was only an issue in some languages for a certain few items, and only in full-bodied UI scale, but it is now fixed!
A level will now only enter your play history if you actually manage to successfully load the level and enter it.
The "Back" button on the Settings page now properly changes size when you change the UI scale.
Gameplay
Flipeggs and Lizumi Thorns can no longer be regrabbed once fired. Because these items defy gravity, they were able to be used to infinitely leap across open gaps or to infinitely jump upward with no limitations by repeatedly regrabbing them.
The Wingarang (dropped by the Swoopadoop) now has a short cooldown (0.2 seconds) before it can be regrabbed again. This allows it to be caught when it returns to the player, but no longer allows it to be used to infinitely regrab to cross long open gaps.
Relays will no longer change states when the game is paused.
If batteries, keys, or bombs emerge from an enemy or prize block into solid ground, those items will now move upward through the solid ground until they emerge into open air, so they are no longer trapped. (thanks to Choyawp Cehappy)
Enemy droppables should no longer last forever.
If you kick a spring through a one-grid-tall tunnel, the spring now gets extra speed, similar to how the Package behaves.
Pressure plates (and other objects that look for pressure application, such as boomboxes) no longer look for inputs when the game is paused. (thanks to Joe Ah Oh)
Carryable items on paths that get teleported through a Rift and then fall off a cliff (or otherwise get destroyed) will now correctly respawn to the position on the path they were teleported away from, and resume moving on the path as normal.
Swoopadoops and Blopfush should now go through Rifts. After going through a Rift, they will attempt to return to their original position. (thanks to Spekio)
Carryable items on paths will now go through Rifts. When they go through the Rift, they will detach from the path and will be affected by physics from that point forward.
If an item was already sitting on top of a Rift when you respawn at a checkpoint, the item will not go through the Rift. (thanks to Joe Ah Oh)
If you are purged by a purge gate, any active powerup states will be properly cancelled, such as stealth, punching, gliding, or rocket boosting. This should also fix any animation issues that stemmed from going through a purge gate while performing a powerup ability. (thanks to Quickcloud Pangzow)
Fixed an issue where countdown switches that are also receivers and that were restored at a checkpoint would end up with an inverted switch state. (thanks to Wumpybami Rampygop)
Fixed some backward-compatibility issues with Spike Traps incorrectly mounting on paths on levels published on older versions of the game. (thanks to Kazayogga Kammacram)
Editor
If you have a path set to a Receiving Channel, then that channel should now properly show up in white when you are setting up your switches. (thanks to Boppaslap Fancyangle)
Enemy droppable items were being treated as "developer only," so you would be unable to publish a level if you used them. This has been fixed!
Flapjacks are no longer excluded from the icons available in signs.
When you change back and forth to and from the Path Editor, it should remember what item you had selected and what category you had selected.
When you closed out of path edit mode after changing your Terrain variant, it would always default back to Terrain instead of the variant you had chosen. This no longer occurs.
You should now always be able to scroll up and down in the variants dropdown menu using the Dpad or arrow keys, regardless of what variant you have selected.
Fixed an issue where pressing up or down on the Dpad while in Path Edit mode would select items and allow you to place them.
The Path Editor now always shows the "Delete Path" tool when you first open it up if the level contains paths.
The "Low FPS Checker" in the Editor was also taking into account spawn times when you first booted up the level. This was making it so that people with extremely large levels would have a hard time getting over the minimum FPS, even if their level ran smoothly once it was loaded, which would prevent them from publishing their level. This should no longer be an issue.
Rickety Wood tiles should now more reliably display its "Rope Intersection" tile style.
Fixed an issue with the Editor's numpad, where it would incorrectly display numbers with decimals that started with a zero, for example displaying "1.09" as "1.9". (thanks to Kazayogga Kammacram)
Fixed a rounding issue with the Editor's numpad, where it wouldn't always set the property to exactly the number you gave it, due to Banker's rounding.
Purge gates no longer attach to paths. Previously, only their visuals would move, while they were still functionally behaving as if they weren't moving. Now, they just don't move!
When you click a new path to select it, you will no longer hear the path node "drag" and "place" sounds being played simultaneously. The path node "I got moved" sound is now a more subtle click, and it only plays when you actually move a node.
Path nodes sitting on non-active items were flickering. Now they aren't! (thanks to Spekio)
Audio
Boomboxes have had their audio type updated, so they should no longer affect CPU clock times when playing. (thanks to RetrophileTV)
Further reduced the volume of simultaneoulsy exploding things.
Crash
Fixed a crash that could occur in the editor if you had a variant menu open, then went to the path editor, then went back.
Fixed an issue where clicking the Eyedropper button would crash the game after the recent Variants system update.
Fixed an issue where the game would crash if you pressed "Delete" with the Editor numpad open and ended up with only a decimal and no number. (thanks to Bupajie Impycloud, Edyup Nipoo)
Fixed a crash caused by Clockswitches, due to the path attachment changes in the previous build.
Fixed an issue where checkpoints that were storing huge amounts of data on giant levels would cause the game to crash.
Optimization
The game should now load a bit faster.
Visuals
Backdrops inside enclosures (secrets) are now darkened relative to other backdrops, to make it more obvious where the contours of terrain are.
GR-18 no longer leans the wrong direction if sprinting while using the Ripcord powerup's abilities.
GR-18 now leans forward instead of backward when moving while using the Ripcord's Helicopter ability, because the laws of physics must be obeyed.
Campaign
The badge after Nope Cart should no longer require a GR-17, because there isn't one in Nope Cart! (thanks to Oopyerchie Landjunk)
Web
If you changed devices, your save would download from the cloud after checking on your bookmarks. This would cause your freshly-downloaded save to overwrite your bookmarks list you just updated. Now, bookmarks will wait until your save sync is finished before being retrieved, so new bookmarks won't get lost when you change devices.