v0.4.0 addresses feedback from recent beta tests--in particular, some puzzle and achievement bugs were fixed, and it's now clearer how auto save works.
If you'd like to be added to the waitlist for the closed beta, ping us on Discord! The next round of testers will be drawn early next week, if not sooner.
Release Notes
Fixed bug where the "Left Behind" achievement could trigger when it shouldn't
Fixed bug where opening the save point menu cleared undo/redo history even if you backed out of it
Worked around a Steam Input bug that lead to controller glyphs to not show up if the controller is plugged in after the game starts (explanation: SDK docs incorrectly instruct users to cache `GetActionSetHandle` result at startup--it fails if controllers are not yet present)
When the active controller is disconnected, the game now prioritizes showing glyphs from any other attached controller over the keyboard (doesn't make sense to fall back to keyboard as a default on Steam Deck)
Fixed inconsistent spelling of "Hermie" in game and in achievements
Fixed a bug that allowed bypassing the last ice world puzzle
Minor all around perf improvement (explanation: disabled debug features in the scripting VM)
Disabled some dev mode controls that were inadvertently present in normal mode
Fixed a bug where undo would occasiionally take you back to just after you fell off a ledge instead of just before
Made the meaning of the autosave icon clearer
Shows the last auto save time on pause menu
Only pops up an explanation of undo/redo the first time you try to load a checkpoint
Improved on screen controls
Improves UI copy
Fixed bug where crash dialogue on Windows would successfully send me the log, but would not close afterwards, making it appear to have failed
Focuses on crash reporter dialogue if it launches
Updates crash reporter network dependency in attempt to resolve intermittent issue with sending feedback from Steamdeck
Adds more checkpoints, especially in areas where you had to walk a bit after a puzzle to trigger a checkpoint
Fixed an issue where orbs in a secret area would slowly slide down a slant and end up behind a plant, making them harder to find if you took a while to find the secret area
The Fancy Pants Adventures: Classic Pack - 2 Left Thumbs
2D Platformer Vibes
As a part of this wonderful celebration of 2D platformers here on Steam, we've extended the Classic Pack launch discount until March 3rd!
Bundled Discounts
You can buy The Fancy Pants Adventures: Classic Pack alongside a selection of other indie platforming titles at a heavy discount, as a part of the Ultimate Platformer Pack.
There were a LOT of bug reports in the first week. Many we knew, and many we didn't! After a short reprieve, Brad has been back at work fixing up as much as he can. General bug fixing, polish and optimization are all at the top of the list for now.
If only it were all as simple as "track and fix bug". World 3 currently exists across ~40 separate Flash files that need to be separately opened and edited to address certain problems. This was completely unsustainable, and Brad is already working on solutions to save himself effort down the line.
Once the bugs and crashes have been squashed down to a minimum, that's when the fun updating can begin! Thank you all for your patience and feedback so far. Morale is high, and the move to Early Access has been really invigorating!
We'll have more to share soon :) -Graeme (2 Left Thumbs)
PS. Did you know William and Sly launched today?! Check it out!!
Alright, so here's the first patch for the game, almost entirely centered on bugfixes and additional quality of life features!
We have a good number of cutscenes to add to the next patch which we plan to get done very soon, but we didn't want to add a ton of them alongside all the bugfixes and new features and end up breaking things and making it even harder to diagnose what went wrong.
This patch DOES have some new cutscenes though, including the one a lot of people have been waiting for; the one between the Ice Level and Electric Level that explains why Vie has the personality change they do.
Also, the patch is too big to put in a single post, so I'm gonna have to do it in two!
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HOW TO REFRESH/UPDATE TO THE NEW PATCH:
In the steam client, right click on the game in your library list, select properties from the dropdown list, then in the Local files tab select Verify integrity of game cache.
If everything verifies correctly then you should have the latest patched release on the Steam servers.
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Core Functionality:
Added small grace period where you are unable to shoot directly after finishing a cutscene (to prevent accidentally shooting the friendly NPC you just talked with)
Added quality of life feature where holding down X will let you skip past dialogue super quickly (so you don't have to mash X if you get stuck in a cutscene you just want to skip)
Made the game window freely resizable
Changed built-in screenshot functionality key to F11 for Steam build to avoid conflicting with Steam's screenshot function on F12
Save Slots:
Fixed bug where starting a new game would immediately overwrite the AUTO-SAVE slot
Fixed bug where Save Slot #9 specifically would not load correctly
Temporarily disabled Save Slot screenshot thumbnails due to them potentially causing issues on some systems when saving (reports of game freezing after saving)
Potentially Fixed bug where manually saving on the savepad would disable the "back"/"jump" button when playing with a controller
Golden Databanks:
Fixed bug where Gold Databanks would sometimes keep displaying as not collected (flashing) on the Mega Map, even after being collected
Fixed bug where the second Golden Databank on the Ice Level could leave the screen permanently white if you exited out of the databank at a specific point
Fire Level:
Changed P2M3 in the Volcanic Mines to avoid people getting stuck on the fan there
Ice Level:
Fixed issue where it was possible for a laser puzzle to save the wrong solution, potentially making further progress impossible
Fixed issue with snowball on ledge in P1M2 not always triggering
Fixed interactions and dialogue choices with Filadelfo V in P1M2
Fixed wrong name shown during Celodst Emperor defeat
Fixed ????? graphics during Wraith cutscene in P1M4
Fixed ????? name during Spartacus cutscene in P1M5
Fixed ????? name during return to Save Pad scenes
Electric Level:
Added Abandoned Bot Cutscene in P6M5 (missing voice for now)
Added ????? Cutscene before the level
Added ????? Cutscene when entering the level
Fixed issue where the 10th powerup on this level was not obtainable
Fixed Veteran Grunt dialogue and audio mismatch in P5M2
Fixed Faye scene in P2M2 considering you to have ignored her in P3M3, even after you've talked to her in P3M3
Removed bugged scene in P6M5
Earth Level:
Fixed issue with Ice Charged Shot not interacting correctly with the moving earth platforms
Removed dev text in P5M4
Removed Vie appearance and unneeded "spawn scene" after defeating Mainframe
The End Level:
Added Realm Portal icons to the Mega Map to help with navigating around The End level
Added small placeholder line to WREN battle so players know what to do there, until full scene is added
Fixed bug where sometimes it was possible to collect all 9 Fragments, but it was still not possible to progress past "The Great Leap".
Fixed bug where Vie would follow you into The End level even if you had not collected all the Fragments, which made it impossible to get the "Bad" ending.
Fixed bug where Health Orbs could only be picked up in the "Real" world/realm
Fixed Mega Map rendering issue on The End level where movable tiles would be rendered on top of the map highlighting, rather than below the highlighting as intended
Implemented missing achievement "Find and use all four Save Pads in this level."
Implemented missing achievement "Beat all 8 forms of enemies at least once."
Renamed level from outdated "Brane Maze" name to correctly be called "The End/Catacombs" on all in-game menus
Changed rooms 18 and 19 to link together to allow for smoother travel around map
Multiple Levels:
Added Timer-based help Cutscenes for all four In-Between Modules (missing voice for now)
Temporarily removed Faye Nodes in Uncharted Wildwoods and The End until next patch
Final Boss area:
Added unique music track for the "Bad" ending.
Added small set of placeholder lines during Phase 2.5 intermission so Vie can clarify context of what's going on until we get finalized text in there
Fixed bug where the final boss fight could crash midway through on systems that can't run shaders
Fixed bug where the final boss fight would display the incorrect keybinding for certain prompts
Fixed bug where there were two Talias on screen at once during a cutscene sequence near the end of the game
Fixed bug in the Lab where a portal would be rendered partially below the large background prop
Removed all other placeholder text during True Final Boss Fight