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Steam News19 September 20187y ago

Update 6 - New Hit Boxes

Hi all Early Access update 6 is here. A big change in this update is Hit Boxes. We are changing the hit boxes for hazards to be more precise. This results in it being a bit easier to navigate around hazards.

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Full Gumstein: The Awakening update

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What changed

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  • Gameplay
changedHi all Early Access update 6 is here. A big change in this update is Hit Boxes. We are changing the hit boxes for hazards to be more precise. This results in it being a bit easier to navigate around hazards. It will be especially noticeable on Hard difficulty. This change could have a performance impact, but in my testing I did not notice any problems. If you do experience a significant performance impact, please post in the discussion forums. **bug fixes*** -Fixed an issue that would play the movement sound while being airborne. -Hard is now enabled via the quick access ([Esc] / start) menu. -Zooming in and out is now enabled while split. -While split, the view should no longer go outside the room (showing grey borders) -Fixed a bug that allowed you to split while carrying an object, resulting on one mini carrying the object. This also applies to firing yourself while carrying an object. -Fixed a bug that caused the game to crash on playing the comic after level 25. -Fixed a bug that would take you to level 26 (still in development) when resuming after finishing the Early access part of the game. ***Improvements*** -Added sounds for the idle animation -Checkpoints are now trigger-able every 2 seconds. This will allow you to re-trigger a triggered checkpoint (if you want to update the respawn for a box/anvil after triggering a checkpoint) -Hazards now use precise collision checking (instead of squares). This could could impact performance. Please post on discussions if you notice any severe effects. -Leaderboards for all levels are now accessible via the quick access menu. At the time of doing the build there were some issues with this. These have been resolved and an improved version will be included in the next update. -Score calculation at the end of the level has been changed slightly. You now gain bonus points for not taking any damage in a level. This will affect high scores on all levels. That's it. Enjoy, and give Hard a try ;) We are currently busy creating the last few levels for the final release, but will continue to address any issues we find in the weekly updates.

Gumstein: The Awakening changes

changedHi all Early Access update 6 is here. A big change in this update is Hit Boxes. We are changing the hit boxes for hazards to be more precise. This results in it being a bit easier to navigate around hazards. It will be especially noticeable on Hard difficulty. This change could have a performance impact, but in my testing I did not notice any problems. If you do experience a significant performance impact, please post in the discussion forums. **bug fixes*** -Fixed an issue that would play the movement sound while being airborne. -Hard is now enabled via the quick access ([Esc] / start) menu. -Zooming in and out is now enabled while split. -While split, the view should no longer go outside the room (showing grey borders) -Fixed a bug that allowed you to split while carrying an object, resulting on one mini carrying the object. This also applies to firing yourself while carrying an object. -Fixed a bug that caused the game to crash on playing the comic after level 25. -Fixed a bug that would take you to level 26 (still in development) when resuming after finishing the Early access part of the game. ***Improvements*** -Added sounds for the idle animation -Checkpoints are now trigger-able every 2 seconds. This will allow you to re-trigger a triggered checkpoint (if you want to update the respawn for a box/anvil after triggering a checkpoint) -Hazards now use precise collision checking (instead of squares). This could could impact performance. Please post on discussions if you notice any severe effects. -Leaderboards for all levels are now accessible via the quick access menu. At the time of doing the build there were some issues with this. These have been resolved and an improved version will be included in the next update. -Score calculation at the end of the level has been changed slightly. You now gain bonus points for not taking any damage in a level. This will affect high scores on all levels. That's it. Enjoy, and give Hard a try ;) We are currently busy creating the last few levels for the final release, but will continue to address any issues we find in the weekly updates.

Hi all Early Access update 6 is here. A big change in this update is Hit Boxes. We are changing the hit boxes for hazards to be more precise. This results in it being a bit easier to navigate around hazards. It will be especially noticeable on Hard difficulty. This change could have a performance impact, but in my testing I did not notice any problems. If you do experience a significant performance impact, please post in the discussion forums. **bug fixes*** -Fixed an issue that would play the movement sound while being airborne. -Hard is now enabled via the quick access ([Esc] / start) menu. -Zooming in and out is now enabled while split. -While split, the view should no longer go outside the room (showing grey borders) -Fixed a bug that allowed you to split while carrying an object, resulting on one mini carrying the object. This also applies to firing yourself while carrying an object. -Fixed a bug that caused the game to crash on playing the comic after level 25. -Fixed a bug that would take you to level 26 (still in development) when resuming after finishing the Early access part of the game. ***Improvements*** -Added sounds for the idle animation -Checkpoints are now trigger-able every 2 seconds. This will allow you to re-trigger a triggered checkpoint (if you want to update the respawn for a box/anvil after triggering a checkpoint) -Hazards now use precise collision checking (instead of squares). This could could impact performance. Please post on discussions if you notice any severe effects. -Leaderboards for all levels are now accessible via the quick access menu. At the time of doing the build there were some issues with this. These have been resolved and an improved version will be included in the next update. -Score calculation at the end of the level has been changed slightly. You now gain bonus points for not taking any damage in a level. This will affect high scores on all levels. That's it. Enjoy, and give Hard a try ;) We are currently busy creating the last few levels for the final release, but will continue to address any issues we find in the weekly updates.

Source

Steam News / 19 September 2018

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