Three years ago, we planned on being in Early Access for roughly 6 months. A lot has happened since then, we decided we wanted to take the game in a new direction and not become just another rogue-like. We were able to release on additional platforms and we've pretty much remade every single part of the game. The game is bigger and better than we planned. This is not the same game that entered Early Access what feels like forever ago.
Even though the game is released, we're going to keep updating the game. Fixing bugs and most likely look into some parts we feel didn't turn out perfectly.
Back in 2015, we decided to enter Early Access to get community feedback and ideas, this would not have been possible without you guys. Thank you so much for being with us every step of the way!
Now I'm done being emotional, on to the actual changes!
Changelog
Minor spoilers ahead!
Major Additions
The dark forest dungeon! A new dungeon with a spin. When you come back you won't be the same
The opportunity to finish the final page and close the book once and for all.
Four new tracks by the ever so stunning Sam Lee Jones!
Linux and Mac builds
Bossrush mode once you've beaten the game
German translations, as well as completed Russian, Spanish, Italian and French translations
Major Tweaks:
Hotball has been reworked
Once you save Foster you'll find the Devil inside when fighting bosses
Ivan is now a bit less into lasers, and more into fast projectiles
Minor Tweaks:
Moved some spider webs around in major story areas to align
Hid the edges of spider webs under the ground so it doesn't look like spiders use hot glue when making their nests
Delivering Ivan's letter is not as anticlimactic
Lights look more lighty in the spooky dungeon
Terma vision won't send you flying to the moon
Getting all items is now easier, with the odds being in your favor once you get close
Some brights are now brighter, such as fireballs. Especially in bright areas
The dialogue box doesn't bounce around like a pinball(as much)
The lava no longer looks like water someone set fire to
Some contact items would absolutely destroy bosses. Now they only modestly destroy bosses
Dinosoar is no longer as picky about what's hurting it
You can now save your game at the end warp
When using a controller, your aim reticle is now based on range instead of a fixed distance
The dash direction can now be changed in the options, letting you dash where you're moving instead of where you're aiming
Ghost health is displayed in a way that makes more sense
Dead penguins can no longer hurt you (also the name of my alt-band)
Adjusted various hitboxes in the game to be more fair to the player
The lightning enemy can now buff nearby enemies
Graphics for each individual player when using different items
Various graphics when using the x-ray glasses have been updated
The BFF got stuck in the washing machine and is now smaller
The very start of the Forest dungeon has been updated
Aim Assist now helps you a lot more
Bugfixes:
Fixed a crash related to targeting when fighting Prickle
The Mother no longer flashes the up animation when it's not supposed to
Enemies now properly show how stunned they are while in the Yang world
Audio can no longer get stuck forever. It can still get stuck for a long time, but not forever
Tables at the beginning are now at proper heights
Using the Destructicorn in the Yang puddles no longer turns everything white
Some things were missing from the Yang world that are shown now
Ivan's peepers no longer show up in places you don't want them. Well I guess you don't want them anywhere, but they don't show up in places where they really shouldn't be
Pixies no longer send enemies in the wrong direction
Collisions would remain after a dungeon blew up
Enemies no longer get stuck in the Yang maze
Money is now awarded if you go to a room room where it can't follow
The scarecrow now wears his fake nose properly and with style
Lord Pec'rtron is now awarded at the start of summoning, preventing you from losing it
You can no longer leave the spooky dungeon with a Ghost Gem
Matt Master no longer gets bugged if you hurt him unexpectedly
Three years ago, we planned on being in Early Access for roughly 6 months. A lot has happened since then, we decided we wanted to take the game in a new direction and not become just another rogue-like. We were able to release on additional platforms and we've pretty much remade every single part of the game. The game is bigger and better than we planned. This is not the same game that entered Early Access what feels like forever ago.
Even though the game is released, we're going to keep updating the game. Fixing bugs and most likely look into some parts we feel didn't turn out perfectly.
Back in 2015, we decided to enter Early Access to get community feedback and ideas, this would not have been possible without you guys. Thank you so much for being with us every step of the way!
Now I'm done being emotional, on to the actual changes!
Changelog
Minor spoilers ahead!
Major Additions
The dark forest dungeon! A new dungeon with a spin. When you come back you won't be the same
The opportunity to finish the final page and close the book once and for all.
Four new tracks by the ever so stunning Sam Lee Jones!
Linux and Mac builds
Bossrush mode once you've beaten the game
German translations, as well as completed Russian, Spanish, Italian and French translations
Major Tweaks:
Hotball has been reworked
Once you save Foster you'll find the Devil inside when fighting bosses
Ivan is now a bit less into lasers, and more into fast projectiles
Minor Tweaks:
Moved some spider webs around in major story areas to align
Hid the edges of spider webs under the ground so it doesn't look like spiders use hot glue when making their nests
Delivering Ivan's letter is not as anticlimactic
Lights look more lighty in the spooky dungeon
Terma vision won't send you flying to the moon
Getting all items is now easier, with the odds being in your favor once you get close
Some brights are now brighter, such as fireballs. Especially in bright areas
The dialogue box doesn't bounce around like a pinball(as much)
The lava no longer looks like water someone set fire to
Some contact items would absolutely destroy bosses. Now they only modestly destroy bosses
Dinosoar is no longer as picky about what's hurting it
You can now save your game at the end warp
When using a controller, your aim reticle is now based on range instead of a fixed distance
The dash direction can now be changed in the options, letting you dash where you're moving instead of where you're aiming
Ghost health is displayed in a way that makes more sense
Dead penguins can no longer hurt you (also the name of my alt-band)
Adjusted various hitboxes in the game to be more fair to the player
The lightning enemy can now buff nearby enemies
Graphics for each individual player when using different items
Various graphics when using the x-ray glasses have been updated
The BFF got stuck in the washing machine and is now smaller
The very start of the Forest dungeon has been updated
Aim Assist now helps you a lot more
Bugfixes:
Fixed a crash related to targeting when fighting Prickle
The Mother no longer flashes the up animation when it's not supposed to
Enemies now properly show how stunned they are while in the Yang world
Audio can no longer get stuck forever. It can still get stuck for a long time, but not forever
Tables at the beginning are now at proper heights
Using the Destructicorn in the Yang puddles no longer turns everything white
Some things were missing from the Yang world that are shown now
Ivan's peepers no longer show up in places you don't want them. Well I guess you don't want them anywhere, but they don't show up in places where they really shouldn't be
Pixies no longer send enemies in the wrong direction
Collisions would remain after a dungeon blew up
Enemies no longer get stuck in the Yang maze
Money is now awarded if you go to a room room where it can't follow
The scarecrow now wears his fake nose properly and with style
Lord Pec'rtron is now awarded at the start of summoning, preventing you from losing it
You can no longer leave the spooky dungeon with a Ghost Gem
Matt Master no longer gets bugged if you hurt him unexpectedly
Every week, I'll post a "Weekly update" to let you know what is going on in the colorful world of VR Furballs. This is the episode 8 :)
PIXEL MUSEUM 1ST ANNIVERSARY
Last weekend I was showing off VR Furballs - Demolition at the Pixel Museum for its first anniversary. More than a hundred gamers of all ages tried the game. For most of them, it was their first time in VR. The event was a real success and everyone absolutely loved the game :)
I was there with Pierre from VR Parc, who did a little interview of me at the end of the weekend (but it's all in French): https://youtu.be/XmAJ4Vy_j9A
GAME UPDATE
I updated the game twice this week with the following changes:
New: Added World 1 - Level 9 which is the "Bridge" level.
Bugfix: Fixed game and photos looking darker than they should if you started the game in the Night environment.
Bugfix: Fixed Baddies not dying when they fall from really high sometimes.
Bugfix: Fixed Furballs won't spawn when you go back Home sometimes.
Bugfix: Fixed trajectory dots of the Slingshot and Redirectionner not being destroyed properly.
Keep working on integrating LIV to be able to make Mixed Reality videos.
Build more levels!
Don't hesitate to give us feedback about the game, to report bugs, or to give us ideas. VR Furballs was created for you, so we'd love to hear what you think about it!
Thanks again to everyone playing VR Furballs - Demolition! See you next week!
Every week, I'll post a "Weekly update" to let you know what is going on in the colorful world of VR Furballs. This is the episode 8 :)
PIXEL MUSEUM 1ST ANNIVERSARY
Last weekend I was showing off VR Furballs - Demolition at the Pixel Museum for its first anniversary. More than a hundred gamers of all ages tried the game. For most of them, it was their first time in VR. The event was a real success and everyone absolutely loved the game :)
I was there with Pierre from VR Parc, who did a little interview of me at the end of the weekend (but it's all in French): https://youtu.be/XmAJ4Vy_j9A
GAME UPDATE
I updated the game twice this week with the following changes:
New: Added World 1 - Level 9 which is the "Bridge" level.
Bugfix: Fixed game and photos looking darker than they should if you started the game in the Night environment.
Bugfix: Fixed Baddies not dying when they fall from really high sometimes.
Bugfix: Fixed Furballs won't spawn when you go back Home sometimes.
Bugfix: Fixed trajectory dots of the Slingshot and Redirectionner not being destroyed properly.
Keep working on integrating LIV to be able to make Mixed Reality videos.
Build more levels!
Don't hesitate to give us feedback about the game, to report bugs, or to give us ideas. VR Furballs was created for you, so we'd love to hear what you think about it!
Thanks again to everyone playing VR Furballs - Demolition! See you next week!
We're sorry to announce another delay for Opus 1: Social Justice War.
Something terrible happened to one of our core developers and thus the entire team agreed to delay the game until everything settles back.
The game itself is actually finished. If everything goes well, we could be releasing it in mid march, but we don't want to give our fans another release date unless we're 200% sure that we will be releasing the game.
We're sorry to announce another delay for Opus 1: Social Justice War.
Something terrible happened to one of our core developers and thus the entire team agreed to delay the game until everything settles back.
The game itself is actually finished. If everything goes well, we could be releasing it in mid march, but we don't want to give our fans another release date unless we're 200% sure that we will be releasing the game.