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Steam News21 March 20263mo ago

v1.3 Update

Environment Rework, New Mechanics and Features Ball Physics & Attributes: Ball types now have their own distinct attributes: Weight, bounciness, and push strength.

In this update1

Full notes

Full Alex The Ball update

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What changed

1 fix6 additions3 changes2 removals
  • Gameplay
  • UI and audio
  • Maps
  • Performance
changedEnvironment Rework, New Mechanics and FeaturesBall Physics & Attributes: Ball types now have their own distinct attributes: Weight, bounciness, and push strength . Previously, bounciness and push strength weren't separate calculations, and weight wasn't even taken into account. Now, some balls will have a bit more "pop" than others. These differences are subtle and won't drastically change the game's core flow; every ball can still reach the same areas. Generally, if a ball has lower bounciness, I’ve given it higher push strength to compensate.
addedEnvironment Rework, New Mechanics and FeaturesBall Selection Menu: A new selection screen and a dedicated key have been added so you can choose your ball type on the fly.
removedEnvironment Rework, New Mechanics and FeaturesCustomizable Controls: Customizable controls are finally here! You’re no longer forced to use the control scheme I picked for you.
addedEnvironment Rework, New Mechanics and FeaturesThe Grab Mechanic & Buttons: I’ve added a grab feature, which changed how door buttons work. Buttons no longer stay active once pressed; they now require constant weight. You’ll need to use the grab mechanic to find and place objects on them to keep those doors open.
addedEnvironment Rework, New Mechanics and FeaturesGrabbable Object Dispenser: I added a pipe that spawns grabbable objects when you hit a button. Unfortunately, you can’t spawn an infinite army of objects; from both a performance and game design standpoint, spawning unlimited items is generally a bad idea.
removedEnvironment Rework, New Mechanics and FeaturesZero-Gravity Zones: This was a feature in the early prototype that I initially removed because it wasn't working well enough. It’s back now, and it actually works properly this time!

Alex The Ball changes

changedBall Physics & Attributes: Ball types now have their own distinct attributes: Weight, bounciness, and push strength . Previously, bounciness and push strength weren't separate calculations, and weight wasn't even taken into account. Now, some balls will have a bit more "pop" than others. These differences are subtle and won't drastically change the game's core flow; every ball can still reach the same areas. Generally, if a ball has lower bounciness, I’ve given it higher push strength to compensate.
addedBall Selection Menu: A new selection screen and a dedicated key have been added so you can choose your ball type on the fly.
removedCustomizable Controls: Customizable controls are finally here! You’re no longer forced to use the control scheme I picked for you.
addedThe Grab Mechanic & Buttons: I’ve added a grab feature, which changed how door buttons work. Buttons no longer stay active once pressed; they now require constant weight. You’ll need to use the grab mechanic to find and place objects on them to keep those doors open.
addedGrabbable Object Dispenser: I added a pipe that spawns grabbable objects when you hit a button. Unfortunately, you can’t spawn an infinite army of objects; from both a performance and game design standpoint, spawning unlimited items is generally a bad idea.

Environment Rework, New Mechanics and Features

Ball Physics & Attributes: Ball types now have their own distinct attributes: Weight, bounciness, and push strength. Previously, bounciness and push strength weren't separate calculations, and weight wasn't even taken into account. Now, some balls will have a bit more "pop" than others. These differences are subtle and won't drastically change the game's core flow; every ball can still reach the same areas. Generally, if a ball has lower bounciness, I’ve given it higher push strength to compensate.

Ball Selection Menu: A new selection screen and a dedicated key have been added so you can choose your ball type on the fly.

Customizable Controls: Customizable controls are finally here! You’re no longer forced to use the control scheme I picked for you.

The Grab Mechanic & Buttons: I’ve added a grab feature, which changed how door buttons work. Buttons no longer stay active once pressed; they now require constant weight. You’ll need to use the grab mechanic to find and place objects on them to keep those doors open.

Grabbable Object Dispenser: I added a pipe that spawns grabbable objects when you hit a button. Unfortunately, you can’t spawn an infinite army of objects; from both a performance and game design standpoint, spawning unlimited items is generally a bad idea.

Zero-Gravity Zones: This was a feature in the early prototype that I initially removed because it wasn't working well enough. It’s back now, and it actually works properly this time!

Breakable Things

Some floors are now destructible.

The system works in two stages

first, the object takes damage, then it breaks. However, if you hit it hard enough from the start, it’ll shatter instantly.

Power-Up Redesign: Power-ups have been redesigned to be more visible within the environment. (And no, it’s not a The Sims reference. Just a simple, functional shape.)

Ball Unlokcer: You’ll have to work for those ball types! They won’t be unlocked from the start. You’ll need to find these power-up-like items hidden across the map. Each one will randomly unlock one of the ball types you haven't collected yet.

The Phone Puzzle: Added a puzzle where you’ll need to dial a randomly generated phone number.

Environment Rework: The environment is now much more diverse and detailed. I’ve implemented a system that swaps the background and scenery, especially when the player isn’t looking into the distance. It’s a purely visual system that doesn’t affect the level design or playable areas, but I think the difference in atmosphere is noticeable.

Level Design Tweaks: With all these new mechanics, I’ve made some small tweaks to the level design to make sure everything works together. I’ve added small secret spots and mini-parkour challenges throughout the map.

Sounds: New sounds have been added, and some existing ones have been reworked. The newly added feedback sounds should help you get a better sense of what’s happening during gameplay.

Optimization: I’ve realized I made some questionable technical decisions early on. I’ve finally gone back and fixed them. Static objects now load and render much more efficiently. I also did a major overhaul of the lighting; not only does it look much better now, but I’ve also repositioned and optimized the lights to make sure they're hitting the right spots without killing performance.

Source

Steam News / 21 March 2026

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