What does this mean?
Achievements and stuff
I added three test achievements for now! Yayy
This was 100% just to learn how the API works and how to use it.
This update was only possible thanks to Nom, one of our programmers.
He single-handedly implemented multiple features while testing and fixing bugs in less than 2 business days.
What did Nom do exactly?
1. Created a system to re-read dialogues with your friend.
2. Reworked save system eliminating nasty progression bugs. More on that later.
3. Disabled fun chair telekinesis by limiting the range you can drag things at.
4. Fixed a bug where a certain late game puzzle was preventing you from acquiring early game floppies.
5. Made datamosh (loading screen smear effect) optional. Toggle it in menu if you don't like it!
6. Added collision to elevator walls. No more death% speedruns!
7. Accessibility options for head bob/tilt/sprint fov are now available!
8. Quite a few other things that are a bit too technical! The man is a Machine!
Updating might mess with the progression so we made a guide that shows you how to restore your point in the game.
You can grab save files and read up on them here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3598253725
Due to some important and urgent real life business, I, Zuit, the idea guy, will have to be out of town for about a week.
In case something is terribly wrong with this version of a game I won't be able to upload a fixed build.
I did make a branch "previous_version" that you can switch to if you want.
In case you do:
right-click the game in your library, select Properties, and go to the BETAS tab.
From the dropdown menu, choose "previous_version".
Wait for Steam to redownload IF.
We hope to make Idea Fix as fun to play as possible while also preserving its unique atmosphere.
To achieve that goal we're planning to add a minigame or two, address endgame balancing and maybe expand on the existing content in some weird ways I know you folks will enjoy!
Thanks for reading this block of text!
Temporarily unavailable, eternally yours at heart,
Zuit, the idea guy
We're always happy to talk:
Email:
Discord:
Added transitions between levels
New animations for certain spells
Information about new enemies displayed at the start of each level
Split between sound effects and music volumes, allowing independent adjustments
Added new sound effects and enhanced existing ones
New biome system with unique random generation and features for each biome:
Blue: ice blocks appear, slowing and making the player slide
Green: vines appear, slowing the player; vines can spawn three types of fruits, each with unique effects
Red: lava waterfalls appear
New level 15 boss in Adventure Mode
New ice projectile creating a frozen area upon impact
Improved cannon visuals to better predict when they fire
General optimization, especially noticeable in the endgame
Smoothed XP progression curve — level gaps are now more consistent
Reduced overall level size from 150 to 120 blocks
Smoother level length progression — levels still grow longer but at a slower rate
Lower enemy spawn rate to match the reduced level size
Thank you for testing the game, feel free to give me any feedback or report any bug to Glow Journey Discord
Terror waits for no one 👀
The Susteam Festival is coming to an end… and FoMO is now 50% off for the first time ever!
Time for announcements!
- The game will first launch on Windows (Hopefully with Mac versions following suit).
- English language on release (We're also working on Polish language as we speak).
- Controller support.
- Steam achievements.
- $6.99.
See you soon near the bunker!
PB