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Steam News9 February 20179y ago

Early Access Roadmap

So let's talk about what's next now that we're out on Early Access. First up is ironing out the biggest bugs.

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Full Fantasy Fairways update

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  • Compatibility
addedSo let's talk about what's next now that we're out on Early Access. First up is ironing out the biggest bugs. Expect frequent patching in the next few days--just a heads up that you will likely lose your unlocked balls a couple times during early access. Currently we know there are a lot of fun bugs you can get into with the Orbital Launcher gizmo and the Pulsar gizmo. These are next up on our revision list--they are responsible for a large portion of the bugs. With a game so reliant on physics interactions these ones can be problematic as they sort of "break" the balls physics. The first major phase content updates will be rolling out the Steamworks support and proper controller support. This means steam achievements, trading cards, and workshop support. The workshop support will let you upload and download custom ball designs. You can actually check out the workshop now--we're finishing up the interface in game for you to upload these. Assets will be 256x256 square textures--we are also aiming to launch a way to create your own custom mode at this time. Complete with balls in all different shapes and sizes (yes--big ball mode is coming). Expect these updates starting in the next week or so. After that we are moving onto a new course that takes place in a snowy mountain. We're excited to show more about this. April is the likely launch window for this. After the third course, we want to add in a "back nine" to each of the three courses which would bring us up to 54 levels total. This puts us where we want to be for the actual launch of the game. Other features and modes we will be working on as well: * A "hard" mode that adds twists to the existing levels * New gizmos--we hope to have about 10 when we're all done. * Update the tutorial/new player experience * More stats and achievements. Expect many, many, more balls to be able to unlock. Then there is what the community wants as well. We're eager to hear people's feedback and ideas.

So let's talk about what's next now that we're out on Early Access. First up is ironing out the biggest bugs. Expect frequent patching in the next few days--just a heads up that you will likely lose your unlocked balls a couple times during early access. Currently we know there are a lot of fun bugs you can get into with the Orbital Launcher gizmo and the Pulsar gizmo. These are next up on our revision list--they are responsible for a large portion of the bugs. With a game so reliant on physics interactions these ones can be problematic as they sort of "break" the balls physics. The first major phase content updates will be rolling out the Steamworks support and proper controller support. This means steam achievements, trading cards, and workshop support. The workshop support will let you upload and download custom ball designs. You can actually check out the workshop now--we're finishing up the interface in game for you to upload these. Assets will be 256x256 square textures--we are also aiming to launch a way to create your own custom mode at this time. Complete with balls in all different shapes and sizes (yes--big ball mode is coming). Expect these updates starting in the next week or so. After that we are moving onto a new course that takes place in a snowy mountain. We're excited to show more about this. April is the likely launch window for this. After the third course, we want to add in a "back nine" to each of the three courses which would bring us up to 54 levels total. This puts us where we want to be for the actual launch of the game. Other features and modes we will be working on as well: * A "hard" mode that adds twists to the existing levels * New gizmos--we hope to have about 10 when we're all done. * Update the tutorial/new player experience * More stats and achievements. Expect many, many, more balls to be able to unlock. Then there is what the community wants as well. We're eager to hear people's feedback and ideas.

Source

Steam News / 9 February 2017

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