What makes Levelhead special isn't just the game - it's the unique collection of people who play it. This wonderful community just keeps growing and delivering AWESOMENESS day in & day out.
Today marks the first Community Spotlight of Levelhead's 1.0! For all our newcomers - WELCOME! The spotlights are a great way to see what's new in the community and find some special levels to play.
As always, remember to click the level names to bookmark them for later on. OR! Use the fancy new Playlist to bookmark all of them at once. HERE WE GO!
Fan Creations
GR- Series
Check out this adorable GR series as imagined by Robotics5. I love the evolution of our community's favorite Robot! THAT'S RIGHT, WALL-E, I SAID FAVORITE.
Pixelated GR-18
Who doesn't like a pixel art video game character? S4-E, Animation Robot gives us this cool rendition of GR-18.
Rainbows & GR-18
FUN, FUN, & FUN! Love the rainbow-colored GIF of GR-18 jumping by Glorious Cashew! It makes my heart full of happiness. And maybe reminds me of a nightclub rave.
Featured Levels
GORGEOUS!
Paragon Spekio has outdone himself in this drop-dead GORGEOUS level Hardlight Horizon. The sheer amount of beauty is almost too much to take. Kudos to our top creator for making one of the most stunning levels in Levelhead!
Mini Levelhead
Aradarbel10 marinated in Butterscotch to create Levelhead In... Levelhead?! They heard we like Levelhead, so they put Levelhead in our Levelhead so we can Levelhead while we Levelhead.
Tribute & All
CJ5Boss's fire exploding level Launch Day! with the tribute and thanks just makes GR-18 jump through the roof! I definitely shed some tears of joy and happiness. Thanks for the feels!
Highlights
Glorious Cashew's Prize Block Palace is like a box of chocolate, you never know what you are going to get!
Levelhead has hit 1.0, coming to completion with a campaign art overhaul, final level, and tons of fixes and updates - as well as availability for crossplatform play on just about everything! With our CROSSPLATFORMINESS you'll be able to move your levels-in-progress from Steam between any of these additional platforms, and keep playing no matter where you are.
Then grab a Wallpapa for your desktop or mobile device
And finish it off with our old-school game guide for Levelhead, the New Employee Handbook.
Thank you all!
Making games is always a gamble, but with this community behind us we've never felt better about pushing the envelope and delivering our goods, real good. Across 7 platforms, 12 languages, and 3 form factors, we're bringing this 1.0 update and launch to everyone so that we can share a few chuckles, some creative expression, and a whole lot of happiness. Come by the community discord chat or drop us a line on Twitter and share your excitement with the Bscotch crew as we cheers to Levelhead's 1.0 and the first truly global launch of a Butterscotch game! 🥂
With a heart that's 'bout to explode from launch anxiety and happiness,
Sam
Butterscotch Shenanigans
P.S. - We'll have more to share about the future of Levelhead after all this LAUNCHDUST settles!
OMG! It's the Friday before launch AND our 52nd edition of the spotlight. Where has the time gone? WHATYEAR IS IT?! AHHHHH!
As always, remember to click the level names to bookmark them for later on. HERE WE GO!
Events
Employee handbook
The Bureau of Shipping has assembled and published a New Employee Handbook. Topics include the history of the Levelhead Division, pro tips on building levels, and how to get involved in the Levelhead community. Give it a solid read-through so you can get out there and do good for our goods!
Speedrun guild
The Levelhead Pre-Launch Season of Speedrunners Guild has started! The 1st place winner of this run will win a choice of US Region $20 gift card for the Nintendo eShop, Google Play, or Apple App Store. Wear your running shoes and head over to the LevelCup site to sign up!
Fan Creations
The Cutie: GR-1
Check out this adorable Fanart by Paragon SleepyDoof posted in our discord. My heart just cannot take how cute GR-1 is in this Fanart!
Featured Levels
GR-18 the fire fighter
GR-18 dawns its firefighter suit and rushes to control the wildfires in Cyro's blazing level Save The Mystic Forest! But can GR-18 save itself?!
Practice your Zen
After a long, hard-fought battle against fire, GR-18 needs to sit by the house and practice its ZEN in Cyro's level Don't Be Mad. Smile!
Take Cover
GR-18 needs to hurry up and take shelter in VO2's alarming level Take A Shelter Box. Is it just me or is THE SKY LITERALLY ON FIRE?!
Fight it out
Sometimes you just need to roll-up your robot sleeves and fight it out! That's exactly what GR-18 does in Koala5617's scrappy level The Brawl Cave. Get in there and leave only when all enemies are down!
Good old days
Perry brings back memories from the good old arcade days in the timeless level Arcade: Break-Out 1. How many bricks can GR-18 break before it becomes broken?
Can you feel the AWESOME energy radiating from the Levelhead Community?? I certainly can, so buckle up and let this blissful force take you for a ride.
As always, remember to click the level names to bookmark them for later on. HERE WE GO!
Events
Levelhead Delivery Championship
Tune in for the very first Live Stream of the Levelhead Delivery Championship happening this weekend! A few of the AWESOME community members have put together this event as a way to thank the rest of the community for their support on the streams and also celebrate the end of Levelhead's early access. Live commentating & competitive speedrunners make this an event not to miss!
Phoenix Cup
The Levelhead Speedrunning Guild has risen from the ashes! Make sure to participate in the trial run of the Phoenix Cup which ends on April 18th. The participation will encourage the creators to keep it going and bring many other cups to a post-launch world!
Levelhead OST
The Levelhead soundtrack on Spotify has been updated with the five new tracks that are coming at Launch. Get a sneak peek and enjoy the groovy tunes!
Featured Levels
GR 'The Rock' 18
GR-18, The Robot Rock has to continue to climb through elevators and what not in Tobvet's Skyscaperesque level Fix Elevator. Will the Robot Rock rescue its loved one???
Monkey on the loose!
WATCH OUT, there is a Robot Monkey on the loose in SleepyDoof's thrilling level Climb With Caution. Sliding, climbing and stealing packages --- RUN for cover!
RUN, GR-18, RUN!
Throw caution out the window, put on those running shoes and take off in Yucca's engaging level Crombler Sprint Or Jem!? Or just do what you want: This is Levelhead!
GR-18 Croft
GR-18 Croft has to jump, slide, kill enemies, and solve mysteries to gather all the pieces of the map in Salmaster's gripping level Scavenge The Grand Factory. What secrets will the map REVEAL????
Bring out the champagne & party horns for the 50th edition of the community spotlight! Fun-filled times with the amazing community continues every week in full force.
As always, remember to click the level names to bookmark them for later on. HERE WE GO!
WHATTTTTTTTTT
The celebration ramped up this week as Levelhead WON the 2020 Indie Showdown Contest! This marks the first time a Butterscotch game has taken first place in any competition prior to launch, which we're super excited about. A special thanks go out to all of you, our community, for your feedback and enthusiasm. Thank you for helping us make Levelhead what it is today!
BOOM!
PureKnix gives you the opportunity to use an enemy for your gain in the booming level Jem Castle Blast! Make the most of these explosions!
Frisbee Champ
Coach Cyro has created the best Frisbee training scenario for GR-18 in Kick It Like GR-18!GR-18 the Frisbee Champ will rock out with Eye of The Tiger playing in its head!
Onward and UPWARD
GR-18 gets to look upward and beyond the horizon in VO2's fun level Blaster, Brawl, Believe. With a little luck and GR-18's punching strength, there will be a successful delivery!
Free & Spirited
After days in quarantine GR-18 has been let loose in SleepyDoof's recovery world Ramshackle Run! GR-18 has decided to make most of its time out in the world with a free-spirited run!
FAN ARTTTTTTT
Paragon Talkgibberish has been brushing up on his doodling skills and posted this RAD THANG in the fan art channel. Don't forget to check out the #fan art channel in our discord for other fun works from the community!
Highlights
In Tobvet's Be Dangerously Cool go to your inner zen place to keep your nerves calm!
In BookMouse's Lectroshield Legend get ready to enter the level with guns a'blazin'!
Its Friday Y'ALL, let's get this party started! This week GR-18 realized its ultimate goal in life is to fly around in air chariots and try tasting menus! True aspiration for all!
As always, remember to click the level names to bookmark them for later on. HERE WE GO!
GR-18 the savior
GR-18 descends from the heavens above on its flamy air chariot to save the world in PureKnix's enthralling level Star Soul: Forgotten Flame. GR-18 will have to use all its mental powers to solve this puzzle!
Enter the world of Shenanigans and speak to the tree of power-ups in Snaypster's mystical level The Powerup Shenanigans Tree. The tree will test your character and enlighten you with higher powers!
Tasting Menu
Chef Alexrd presents the most delectable smorgasbord in the level Deep Secret Cave. Enjoy this meticulously crafted 6-course menu!
Relay Race
On your mark, get set, & GO in Sigmund Froid's well-paced Level 0308. GR-18 and team will breeze through this race!
Highlights
Check out Spekio's stellar youtube playlist of all the music he created in Levelhead!
El Peniwais's Spell Uh Kick is full of secrets and shopping!
WAIT, it is FRIYAY already?? Time flies by when you're surrounded by the amazing people of this community!
This week GR-18 experienced life on the edge with a high-speed chase, saw the future, and made tough shopping decisions!
As always, remember to click the level names to bookmark them for later on. HERE WE GO!
18, GR-18 strikes again
Yuca has set the stage for a high-intensity chase scene in the level Fiery Scrubb Cavern. GR-18 has to avoid obstacles and shoot scrubbs with precision while missing all the explosions around it. The only thing more thrilling is this INSANE video of Paragon Intuition absolutely killing it!
Electronic Ping Pong
Paragon Joe Ah Oh made a quick reappearance to showcase a new game Really, Really Weird Pong. Are you ready for the ultimate match up of GR-18 & Ocula? Who will you bet on??
Choice Paralysis
Vandro has created my waking nightmare in the level Магазин Батарейка! Sooo many options to choose that there is a possibility of no decision being made. GR-18 will have to make a quick decisions to survive this one!
GR-18 the Oracle
Paragon SleepyDoof turns GR-18 into an Oracle in the level Through The Void. GR-18 can see the future and its decision based on that vision will determine its destiny!
Brain Fitness
DustierDolphin has created the perfect brain exercise in the level The Blind Traveler. Finish your brain gymnastics by playing the level and call it the workout for the day!
The Levelhead community is the only SANE thing left in these crazy times! Thank you for making all the amazing levels and spreading the love in this world! BE safe, stay indoors and enjoy the awesomeness of this community!
This week GR-18 did the mundane things in life like packing lunch, connecting with its inner SAGE and defending its home but of course in its very extraordinary style!
As always, remember to click the level names to bookmark them for later on. HERE WE GO!
Ready to Defend
PiggyIsCute has GR-18 in a full attention mode in the striking level Tower Defend. GR-18 has to frantically move to defend this home and emerge as a VICTOR!
Two is better than one
PureKnickers is in great form this week with two spectacular levels! GR-18 gets to experience being dazzled by mysterious shiny objects in Spirit Of Mystic Wood. Will GR-18 become a SAGE by being one with this mystic wood?
If GR-18 has a hard time finding the inner SAGE, PureKnickers has other options in the level More Facility Blast! GR-18 gets to experience the pleasure of blowing up the walls that confine it to find its inner JOKER.
Packed lunch
In Oussou's delectable level Rassembler Tous Le Rasteak! GR-18 is tasked with packing lunch for a long space journey. What better food to collect than Vacsteak!
Hop Skip & Jump
Experience the joy of treasure hunting in Espurrator's adventure-filled level Little Cave Of Treasure. Hop Skip & Jump over fire, rocks, and cliffs to find all the possible jems!
GR-18 PLUSHHHHYYY
Look at the absolutely RAD GR-18 plushies made by our phenomenal mod Kevin! They come equipped with the grapple hooks! I am in love with all the different expressions and moods of GR-18! Which is your fave?
Highlights
Spekio's Aurora Chamber has GR-18 treating its package as PRECIOUS!
Msmiley's Keep By The Wall has GR-18 keeping its eyes on the wall at the right time!
Dearg Doom's Desert Train Heist has GR-18 running and looting through train compartments!
Sun Seeker's Short Ocula Factory Escape has GR-18 act as a parent and child-proofing the house to keep the baby Ocula safe!
HEY, Levelheads! As you may have seen yesterday, we now have an official launch date of April 30! That's about 6 weeks from today, and today's patch represents the final patch of Early Access as we prepare everything for launch. As such, this patch is pretty light in terms of new stuff, but does contain quite a lot of miscellaneous improvements and fixes.
Localization!
For starters, this is our first fully localized patch. With our previous release schedule, we would simply release content whenever that content was "finished," and localized text would just catch up to that content at sporadic points, in batches. That meant our non-English players would often end up with partial or out-of-date translations. But now that we are releasing worldwide on 7 platforms, we are updating our strategy. Going forward, we don't consider content to be "finished" until all of our players have the ability to engage with that content, no matter what language they speak.
This does mean that we will be unable to just make a feature and deploy it the next day, if that feature has any text involved (which it usually does). Instead, there will be a lag between the time a feature is made, and the time the feature gets into the public's hands.
If you're still looking to be on the bleeding edge of features, though, you can still hop into the Steam beta channel! As soon as we begin the process of preparing a patch for release, it will go into that channel, even without full localization. So if that's your thing, we've still got your back!
Multiplayer Controller Management
I mentioned in a previous developer blog that we were doing some updates on the way the PC version of Levelhead handles multiplayer. Well, IT'S HERE!
I won't go into great detail, since that's already covered in the Developer Blog, but the short story is: You won't accidentally lose progress in a level when you connect (or disconnect) a controller. Hooray!
Controller Updates
To prepare the game for its console debut, this patch updates many of the Editor controls, allowing you to much more easily edit using a controller. We've also updated the default "Grab" hotkey to use the Right Trigger instead of the "X" button (on an Xbox controller), which feels a lot cooler and opens up some easier movement tech, but will take some getting used to for our more experienced players!
Because of the control schema updates, some of you may get hit by a note on boot-up that your controls have been reset due to conflicts. If that's you, you can always pop into the Controls section of the settings and update your keybindings back to whatever you want!
What's next?
We're working hard on the 1.0 launch, which is going to span 7 platforms at once. There are a lot of dominoes to set up before we kick this thing out the door, ranging from marketing, to testing, to bug fixing, UX touch-ups, localization, optimization, and feature development.
We've also been taking a hard look at our analytics to find weak points in the game's overall stickiness. We've used that information to build a fully-featured tutorial that will be available at launch. And to top it off, we're finalizing all the aspects of the game's Training, including some fantastic new art, new music, a bunch of new Presentations, and even some new levels!
Mobile Testing THIS WEEKEND!
We'll be aiming to host a mid-sized Mobile beta test this weekend. To get in on the Mobile beta, sign up at this form. We'll close the form down by end-of-day Friday, so sign up as soon as possible for your chance of getting selected!
We also recommend using a device with more than 2GB of RAM, as we have found that once you go down to 2GB or below, Levelhead's performance can be sporadic. Although we are working on optimizations, Levelhead is a pretty big game for mobile, so it's going to take a bit of heavy lifting to run it well (or in some cases, at all)!
A note on the Pandemic
On a more serious note, I want to take a minute to talk about the spread of COVID-19, and how it's affecting the launch of Levelhead. We've taken measures to try to keep ourselves safe and healthy during this crucial time, so we can deliver this game to our players. We're all working remotely now, and we're building a bit more slack into our launch plans in case something goes wrong along the way. So as of right now, everything is on target. If anything changes on that front, we will announce as soon as possible.
We'll see you at launch!
That wraps up Early Access! We won't have any Developer Blogs in the coming weeks, since we are preparing for 1.0 and are keeping things somewhat under wraps. The Community Spotlight will continue every Friday, and if there are any announcements to be made about the game, the launch, or anything else, we'll post them here!
We want to thank everyone who took the leap of faith to buy the game during Early Access and gave us feedback. It has truly been humbling to have such a great community, and we couldn't have gotten the game to such a great state without all of your passionate support.
Android and iOS should now be able to copy and paste level sharecodes.
On iOS and Android, if the player has played for more than 90 minutes total and has played in the current session for more than 5 minutes, they will be asked on the main menu if they would like to leave a review. This will only occur once per player.
Multiplayer
The system for adding and removing controllers has been rebuilt. Now, when you connect a new controller, a Multiplayer Manager popup appears that allows you to add or remove players. If you have changed the number of players during gameplay, a warning will tell you that the level will restart.
Improvements
Developer
The Multi-Screenshotter has been updated to allow for cycling through languages without taking screenshots, for spot-checking.
UX
The "Pullstart" sequence at the beginning of the game will now respond to any button press, and will happen whether you hold the button or just press it.
If you are about to play a delisted level from its Level Card, you will get a confirmation dialogue warning that the creator probably doesn't want anyone to play it.
You should no longer see the same loading tip twice in a row, and you should no longer hear the same snarky presentation exit voiceover twice in a row.
Editor
The multiselect hotkey (with controller or keyboard) will now begin multiselecting at your cursor's location when pressed, instead of requiring you to first select the Multiselect tool and then click.
You can now grab items in the editor by just hovering over them and pressing the "Grab" hotkey, instead of needing to change to the Grab tool first and then clicking on them.
Updated the Editor to have all tools be bound to keys, even when using a controller.
For consistency, Switch start states have been changed from "On/Off" to "Active/Inactive" in the item properties window, and those states have been color-coded to match the "Switch Requirement" colors for receivers.
GR-18 now blinks in the Editor.
You can now place Squished Scrubbs and Squished Oculas in the Editor.
Updated the visuals for the "Copy" cursor to no longer use the Eyedropper icon, and changed the "Copy" button to gold instead of blue.
You can now open item properties when using the Grab tool.
Optimization
Removed some old, unused textures that were taking up space. Get outta here!
Removed some unused audio files.
If you paint bucket a large number of switches, the game should no longer hitch for a long time.
Optimized Pressure Switches so they consume less CPU per frame.
Visuals
The Fuchsia GR-18's face is now a lighter pink color, since it was eerily dark compared to the rest of the GR-18 faces.
Idle GR-18s will now whistle music notes that match their face colors.
Training
Deliver the Package, GR-18 has been updated with mobile tutorial controls.
Package Jump Temple's hardlights are now green, its signage has been updated, and its start position moved to prevent a silly soft-lock.
Bomb Traveler will now zoom-out if 2+ players are in it, to make rapid movement easier.
Fly, GR-18! is now zoomed out during all Ripcord sections, to assist in co-op.
Tempswitch Rush now zooms in on the players as the enter the spike tunnel, for reasons.
Updated the "Headphones" suggestion before the opening presentation with a better background.
Rebuilt the opening presentation to use the new Presentation system, making it skippable via the same means as the others.
Added voiceovers if you exit a Training presentation.
Multiplayer
The "Start" button is no longer used to disconnect controllers. Instead, you can either turn the controller off, or go to the pause menu or the Settings menu. These interfaces have had a "Controller Manager" button displayed if you have multiple players connected, and this button summons the new Multiplayer Manager interface.
Controller
Previously, whenever you used the keyboard or mouse without Keyboard Co-op mode active, all controllers would be removed, putting you back in "Single Player Mode." Now, if you aren't in Keyboard Co-op Mode and have multiple controllers connected, using the keyboard & mouse will simply replace Player 1's control method, and not disconnect the remaining players.
Gameplay
Updated default "Grab" key to be Right Trigger (or right bumper if using a single Joycon).
UI
Confirmation windows now use "A" or "B" with a controller, instead of "Start" and "B".
Stacked the "Random Playlist" and "Tower Trial" buttons vertically instead of horizontally in the Tower, so that in certain UI configurations they won't overlap with the level cards.
Updated the text above the Workshop cloud levels to be more explicit that they are going into the Rumpus cloud and are associated with your Rumpus account.
Updated the Publish Level confirmation message to be less alarmist.
Added a loading screen tip about being able to add a powerup to GR-18 in the editor.
Added popup text when you change your Exposure Bucks tip amount.
Settings
Settings can now have different names depending on the platform they are on, to adhere to certain certification requirements.
Localization
Updated icon names to have a higher character limit for translation.
Mobile
Added a scene before the first presentation starts on mobile, recommending that you use headphones or have sound on.
Web
The default message for a login failure has been updated to state that we had difficulty communicating with Rumpus.
Fixes
Localization
Loading screen tips weren't being translated, so they are currently not being shown unless the language is set to English. When we get them translated, they will be shown in other languages!
When you change languages, the next time you hit the Main Menu, you will pull down the proper text for Perk names and descriptions. You will generally only see these when clicking on icons that you haven't unlocked yet. For now!
Fixed an issue where certain text could overlap in Spanish in the Settings page.
The automatic localization system will no longer upload Training Presentation text that is just an empty space.
In some languages, in Full-Bodied UI Mode, some item property names would overlap with the value text. This was most noticeable in Spanish with the translations of "Switch Requirement" were quite long. Text in the properties window should no longer overlap.
A font update rendered our Russian language characters invisible. This has been fixed
Updated fonts to include "Ёё" for the Russian language. (thanks to Wailer)
UI
When using Keyboard + Controller Co-op, player 2+ could not activate some Editor buttons with the controller. This has been fixed.
Leaving the Level Details page would put you into a weird state where some of your Editor keys wouldn't work. This should now be resolved. (thanks to Spekio)
You can now once again use "Start" on the controller to close the pause menu.
Rumpus confirmation windows now display Controller key binds.
Some confirmation windows had empty buttons. Now they don't!
Due to an issue with the new input system, the "Delete" and "Path Node Delete" buttons became both active in the editor at the same time. This should now be fixed.
The frame rate display now has its own housing and is off to the side in the editor, preventing it from clashing with the level name. (thanks to Wumpamber Zowazippee)
If you hit "Back" when looking at someone's profile with an empty page on it, you would see the name of the profile you are going "Back" to on that page for a moment. This should no longer be the case. (thanks to DNin)
Fixed some spacing issues under the header in the Profiles page.
There was a bit too much empty space in the Marketing Department beneath the explanation text and above the levels. This gap has been enshrinkened.
If you played through a playlist and had the top score or time in a level, the score or time on the playlist summary page would be shown in gold even if you hadn't set that record during this particular play through. Now, it should only be gold if the record was set during the current Playlist playthrough.
"Eyedropper" has been replaced with "Copy" in the key bindings page.
Editor
The Editor Grid Ruler now draws values when you are holding hotkey buttons. (thanks to TalkGibberish)
Fixed an issue where relays were failing to read states from inactive switches on first spawn. (thanks to Spekio)
Fixed an issue where using the Eyedropper hotkey would copy the properties of the path you had selected, not the path you were hovering over.
Fixed an issue where controller inputs weren't being registered on the Cheese Details page.
Fixed an issue where player 2+ couldn't use the new "click and hold" tools in the Editor.
It should no longer be possible to use Multiselect in the Editor's Path Mode, since... it doesn't work there. Yet.
When holding a button (such as grab or Multi-select), the Editor camera will now respond to your cursor being at the edge of the screen.
Prize Blocks now draw their correct image when being dragged if they have a Receiver ID.
In some cases, placing solid-requiring objects using multi-drag or multi-paste would delete the solid item instead of filling in the solid areas above or below it. This has been fixed. (thanks to TalkGibberish)
Clicking the "Grab" tool in Path Edit mode would select your most recently selected item, putting you into a weird state. Now, the Grab Tool in Path Edit mode works like the rest of the path tools -- clicking it when you are already using it does nothing.
When "Show Editor Hotkeys" is disabled, you will no longer see controller key bindings in the Editor.
If you right-click or use the Copy tool via a hotkey while dragging something, it will no longer copy. You have to put down the thing you are dragging first! (thanks to TalkGibberish)
Changing to the Path Editor once again selects a path tool instead of an item.
Changing to the Path Editor and back, or playtesting your level and going back to the editor, will now keep your previously selected item.
If you are in the middle of dragging a path node and then hit "Escape" while you are still dragging, the path would enter a weird visually bugged state until you played the level. This has been fixed. (thanks to Crushnoil Varkzapee)
Gameplay
If you are holding a button and then alt-tab, the button will not continue to be held. (thanks to Rompylol Quietguy)
If GR-18 flew outside of a level's bounds and there was an enclosure against the bounds, the enclosure would be revealed. This is no longer the case.
If you hit a checkpoint and Jems were flying at you but you hadn't collected them yet, when you respawned at the checkpiont, the Jems would have returned to their original spot and not get collected. Now, the "magnetized" state of Jems is properly restored at checkpoints.
Squished Oculas are once again affected by item purge gates.
If you pressed and held "Jump" Before bouncing off an enemy's head and then touched a wall within 0.2 seconds while using the Tiptow, you would perform a wall jump. Now, the "jump" input timer gets consumed when you bounced off the enemy's head, so the unexpected wall jump will no longer occur. (thanks to Intuition?!)
Tempswitches would retrigger and make a sound when you resumed the game. Now, when the game is paused, their state should not change. (thanks to Crushnoil Varkzapee)
Colorblind assistance icons were missing from Hardlights in Low Graphics mode. This has been fixed.
Meta
Updated game icons and splash screens for all Android, iOS, and Windows.
Nintendo Switch
Players 2-4 should now be able to scroll in the Editor using a single Joy-Con, for real this time.
Single Joy-Cons in the Editor should now all be able to pan the camera in the same way, no matter what player number they are.
Fixed a suite of issues where the touchscreen would only register an initial click, and all "tap and hold" actions would fail. You should be able to now click and drag elements in the Editor, use Dropdown menus, use all Editor tools including Multiselect, create and drag path nodes, and do everything else!
When using the touchscreen, buttons should no longer be highlighted, and your cursor should no longer be drawn to the screen.
If you are using touch controls during gameplay, virtual controls should appear on-screen, allowing you to continue using the touchscreen.
Player 2 should now be able to pan the camera in Single Joy-Con Mode.
The instructions cards that would normally show a Right Trigger should now show a Right Bumper when the first player is using a single Joy-Con.
Mobile
Fixed an issue on mobile where the virtual touch controls were spawning and despawning, causing repeated key presses.
When you have Rounded Corners on your mobile device, the "Skip" button for training presentations should now be inset so that it isn't under the curve of your screen.
If you were using a controller on mobile and were dragging an item using the Grab hotkey, the item wouldn't be drawn. This has been fixed.
Touch controls for gameplay should no longer display while the pause menu or other fullscreen interfaces are active.
Fixed a depth-sorting issue with the Tutorial Hands ending up underneath the on-screen controls.
The Random Playlist retriever on Mobile could give you multiplayer levels that you can't play. This has been fixed.
Multiplayer
Fixed an issue that may cause certain controllers to register as two controllers simultaneously under the new Multiplayer Manager window.
Perks
Several categories of perks were previously being checked in batches, making their acquisition somewhat lagged in time from the actual event that triggered the perk. Those perks should now trigger much closer in time to when they are acquired. These include all of the Training perks, publishing a daily build, publishing your first level, and earning Tower Trophies.
Hotkeys
You should once again be able to enter the Cheese Details page when using a controller.
Developer
The multi-screenshotter should now always capture the correct resolutions.
Web
If you were on the last page of a search in the Tower and that page had fewer than 10 levels available, the Random Playlist button would say that you didn't have enough results to make a Random Playlist. This should now work as expected -- if you are past page 1, we know you have enough results, and you can play a random playlist in that scenario.
If you are on the scoreboard for a level (in any slot), the level will definitely show that you have played (and beaten) it. This was only an issue for much older levels that were around before our more up-to-date tracking of this information.
The Tower Trial "First" and "Last" page buttons should once again function properly. (thanks to Ulym)
If a level download fails, you will no longer get stuck on the Loading page.
The Random Playlist retriever would give you the same playlist sometimes. Now it doesn't!
Android
The music on Android is crackling. Replaced one of the sound files (the Training map music) to test whether a change in format will resolve the crackling.
Training
Cleaned up the art on the "Headphones Recommended" screen at the start of the opening cutscene on mobile.
You can no longer see a fireball in Dense Fog Ridge.
Tiptow presentation now has capital I's in Ingenuity, and the BUGS presentation has capital D's in Dependability.
Updated opening Presentation to time with updated audio, and fixed a typo.
Thorn Cloud Delivery's package jumping room is now too small to sprint through (ya rascals), and its mobile instructions have been shifted slightly.
The Way is Through shouldn't murder players with its first door anymore. WHOOPS.
Attempting to cheese Wait, What?! in co-op will now make you die a horribly fiery death.
Temple Gauntlet's blopfush are now properly hidden.
The Camera should no longer murder players in Sacrifice the Box's bullet section.
Deliver the Package, GR-18! will no longer lock players 2-4 out of the final boss room.
Chamber of Magic will now return the Package to its starting position if you punt it off the ledge like a MANIAC.
If you start a presentation immediately after closing it, the snarky voiceover from the previous presentation will stop as the new presentation starts.
The opening presentation was wildly vibrating. Now it's not.
UX
If you pressed and held on the "Rewatch Opening Presentation" button with a controller, your cursor would pretend to still be held even when you released it, making you skip the presentation. This should no longer be the case.
Xbox
Updated Xbox and UWP save paths so that the guest account and the main user account have shared non-cloud Workshop levels and campaign data.
Visuals
When graphical settings were set to "Off" on an Arrow Hologram that was hooked up to a switch, the Colorblind Icon would not appear on the arrow. This has been fixed.
After more than 2 years in dev, thousands of hours of playtime in Steam Early Access, months of launch planning, and a few awards under the belt, we're so pumped to finally announce Levelhead's launch is on April 30th, 2020! And we've got a fresh new trailer to celebrate!
Levelhead will be available on all these platforms on day one, including the Epic Games Store! Visit the official website and jump to the platform of your choice to get pre-registered and pre-purchased for launch day!
OH and did we mention Play Pass?
We're beyond excited to announce that we're partnering with Google to bring Levelhead to Play Pass at launch, too! Play Pass is a subscription service for games and apps on Android with tons of players, and Levelhead will be the first of its kind in the service. This means THREE THINGS: more players, more levels, and more ways for Android users to get the game! WAHOOOO!
What'll be new in the 1.0?
For Levelhead's launch we'll be debuting the final Training level and more than a dozen new Presentations that add buckets of humor and comedy to the world! This time around we wanted to bring in actual voice talent, instead of just my dusty old pipes, so we added a new character to the game, M.A.Y.A.!
M.A.Y.A. is the Most Advanced Yet Acceptable artificial intelligence in the Bureau of Shipping, and she's voiced by the wonderfully talented Aimee Smith. Check out a sneak peek of her introductory Presentation above, and have some laughs with Aimee in this behind-the-scenes recording of her voice work for M.A.Y.A.!
OH MY IT'S COMING
Launches are always surreal. It's too much work packed into too tiny of a moment, where everything seems possible and everything can (and frequently does!) go sideways. Thanks to all of you who have followed our journey to getting this game out the door - remember to stop by the friendly community discord for a chat, catch-up on our podcast in the weeks to come, and, most importantly... show up on launch day!
Now we've gotta launch to prepare for so I NEED TO GO!