Yo Club Soko Fans! We're now only just over a month from launch and we've dropped a brand new update to the Club Soko Demo specially for Steam Next Fest.
In this update4
Full notes
Full Club Soko update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes4 additions3 changes0 removals
Gameplay
UI and audio
Maps
addedWe're now only just over a month from launch and we've dropped a brand new update to the Club Soko Demo specially for Steam Next Fest. It takes place here on Steam from 15th - 22nd of June 10am Pacific or 6pm for all you UK heads. As well as Club Soko, you'll be able to play tons of different game demos from a whole bunch of indie devs so we're expecting an influx of lovely new players checking out the game, very exciting stuff!
addedSince the last demo update a couple of weeks ago for the Cerebral Puzzle Showcase we've been busy with improvements based on some new feedback coming in! We're really excited to launch and still improving the game day by day. We're streaming a lot of Club Soko development in this final push before launch so give us a follow over on Twitch and you'll be able to see how the game is being built and some behind the scenes content when we're live!
addedUndoing ResetsOne of the biggest and coolest features we've added is the ability to undo a reset. This means that if you're part way through a puzzle and you accidently reset it with butter fingers, you can now undo that reset! This is really handy for late game puzzles where there are many steps involved to getting to the solution. We're chuffed with this little UX feature as its a genre convention that previous builds didn't include and should make the game slightly less frustrating. Curious what you think of this feature as a lot of great sokoban games typically have this one too.
addedCrowd Surfers!Check it out! There's now a crowd surfer that gets thrown around in the background of the level select just for the demo update. This one was also made on Stream too so our viewers got to see the whole process of this getting added to the game! A very important and essential feature wouldn't you agree?
changedAudio LevelsWe had some feedback from a player in our Steam discussion board about audio level being a little off and the game running in quite a high volume by default. The update should fix some of this but we're curious to see how the audio experience will be for different players - keep us posted!
changedChained Bumps!We've checked in some options in components to amp up the bumping logic across puzzle pieces. This means that you'll be able to chain bumps across characters in puzzles. While bumping doesn't come into play in a meaningful way until the very late stages of the game we thought we'd tease this a little to get a slight sense of what's to come! In previous Club Soko builds things were a little more static and rigid so expect a lot more juice and polish!
Club Soko changes
addedWe're now only just over a month from launch and we've dropped a brand new update to the Club Soko Demo specially for Steam Next Fest. It takes place here on Steam from 15th - 22nd of June 10am Pacific or 6pm for all you UK heads. As well as Club Soko, you'll be able to play tons of different game demos from a whole bunch of indie devs so we're expecting an influx of lovely new players checking out the game, very exciting stuff!
addedSince the last demo update a couple of weeks ago for the Cerebral Puzzle Showcase we've been busy with improvements based on some new feedback coming in! We're really excited to launch and still improving the game day by day. We're streaming a lot of Club Soko development in this final push before launch so give us a follow over on Twitch and you'll be able to see how the game is being built and some behind the scenes content when we're live!
addedOne of the biggest and coolest features we've added is the ability to undo a reset. This means that if you're part way through a puzzle and you accidently reset it with butter fingers, you can now undo that reset! This is really handy for late game puzzles where there are many steps involved to getting to the solution. We're chuffed with this little UX feature as its a genre convention that previous builds didn't include and should make the game slightly less frustrating. Curious what you think of this feature as a lot of great sokoban games typically have this one too.
addedCheck it out! There's now a crowd surfer that gets thrown around in the background of the level select just for the demo update. This one was also made on Stream too so our viewers got to see the whole process of this getting added to the game! A very important and essential feature wouldn't you agree?
changedWe had some feedback from a player in our Steam discussion board about audio level being a little off and the game running in quite a high volume by default. The update should fix some of this but we're curious to see how the audio experience will be for different players - keep us posted!
Yo Club Soko Fans!
We're now only just over a month from launch and we've dropped a brand new update to the Club Soko Demo specially for Steam Next Fest. It takes place here on Steam from 15th - 22nd of June 10am Pacific or 6pm for all you UK heads. As well as Club Soko, you'll be able to play tons of different game demos from a whole bunch of indie devs so we're expecting an influx of lovely new players checking out the game, very exciting stuff!
Since the last demo update a couple of weeks ago for the Cerebral Puzzle Showcase we've been busy with improvements based on some new feedback coming in! We're really excited to launch and still improving the game day by day. We're streaming a lot of Club Soko development in this final push before launch so give us a follow over on Twitch and you'll be able to see how the game is being built and some behind the scenes content when we're live!
Anyway, here's what you can expect from the Steam Next Fest demo update...
Undoing Resets
One of the biggest and coolest features we've added is the ability to undo a reset. This means that if you're part way through a puzzle and you accidently reset it with butter fingers, you can now undo that reset! This is really handy for late game puzzles where there are many steps involved to getting to the solution. We're chuffed with this little UX feature as its a genre convention that previous builds didn't include and should make the game slightly less frustrating. Curious what you think of this feature as a lot of great sokoban games typically have this one too.
Crowd Surfers!
Check it out! There's now a crowd surfer that gets thrown around in the background of the level select just for the demo update. This one was also made on Stream too so our viewers got to see the whole process of this getting added to the game! A very important and essential feature wouldn't you agree?
Audio Levels
We had some feedback from a player in our Steam discussion board about audio level being a little off and the game running in quite a high volume by default. The update should fix some of this but we're curious to see how the audio experience will be for different players - keep us posted!
Chained Bumps!
We've checked in some options in components to amp up the bumping logic across puzzle pieces. This means that you'll be able to chain bumps across characters in puzzles. While bumping doesn't come into play in a meaningful way until the very late stages of the game we thought we'd tease this a little to get a slight sense of what's to come! In previous Club Soko builds things were a little more static and rigid so expect a lot more juice and polish!
If you do check out the demo update don't forget to give us a review or drop a post in the games discussion board here on Steam to let us know what you think. All of the words our helping us to make the most stylish sokoban puzzler around!
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