Full notes
Full Ludicrous Speed update
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What changed
- Gameplay
- Balance
- UI and audio
October 19th Update
Greetings! Another big update which includes a full polish sweep of all core elements and hazards in worlds 1-3, as well as the addition of worlds 4 and 5! Comprehensive notes:
World 4 has been introduced into the track cycle! Can you sidestep these spinning blades, scissor-like slicers, and smashing slammers?
World 5 has been introduced into the track cycle! Beware, and make sure to dodge its deadly denizens when diving into its thorny depths.
World 1 has had a full polish and updates pass to aesthetics/movement/balance.
World 2 has had a full polish and updates pass to aesthetics/movement/balance.
World 3 has had a full polish and updates pass to aesthetics/movement/balance.
Menu Icons have been updated with new meshes, lighting, SFX, VFX, and animation flair.
Tutorial text has been updated.
Score UI distance from player has been decreased.
Added particle effects to ring collection and player damage.
Track VFX have been optimized across the board.
Added an iridescent edge rim to the track.
Hands are now emissive and produce hand trails which change colors by world.
Added additional VFX when a ring is collected at x5 multiplier.
Players hands and UI now burst with lightning at x5 multiplier.
Shadows have been added to all relevant hazards.
Track Manager and Chunk/Layout systems have been optimized and extended in places.
Wall grind number restriction removed. Small wall grind lockout added after wall grind jump.
Starting line fanfare optimized/polished, SFX increased.
Regards! Rob
Source
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