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Steam News19 February 20251y ago

v0.5 New levels, scoring overhaul, and more

Hello! We've added three new levels, for a current total of fourteen levels out of the fifteen planned. We've also reworked some parts of the game in order to bring it closer to a full coherent experience.

Full notes

Full Nebula Flow update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello!

What changed

2 fixes3 additions7 changes2 removals
  • Gameplay
  • Balance
  • Performance
  • Store
  • Fixes
  • UI and audio
addedWe've added three new levels, for a current total of fourteen levels out of the fifteen planned. We've also reworked some parts of the game in order to bring it closer to a full coherent experience. Score is now affected by what we consider to be the three gameplay pillars of Nebula Flow: timing (as it already was), combo, and boost.
changedFor each note hit, additional points are awarded based on timing precision, combo value (the higher, the better), and whether the boost bar is full (making it much more rewarding to not use your boost immediately). Your current best scores have been reset but previously unlocked levels will stay that way.
removedWe've also simplified the way obstacles work by removing the sudden death phase. Obstacles now come in at a much slower rate but will immediately trigger a game over if you hit one.
changedIf you've made a custom level: this update will probably unbalance the difficulty values (full boost/max obstacles) you previously set for your level. To that end, and to make it easier for any future custom levels you might create, we've added an "Auto-set difficulty values" option in the level editor. This will automatically match your difficulty values to something similar to the official levels by taking into account how many notes you placed and the duration of your notemap.
addedAdded 3 new levels following "Some more tea".
changedScoring entirely reworked to account for timing, combo, and boost.

Nebula Flow changes

addedWe've added three new levels, for a current total of fourteen levels out of the fifteen planned. We've also reworked some parts of the game in order to bring it closer to a full coherent experience. Score is now affected by what we consider to be the three gameplay pillars of Nebula Flow: timing (as it already was), combo, and boost.
changedFor each note hit, additional points are awarded based on timing precision, combo value (the higher, the better), and whether the boost bar is full (making it much more rewarding to not use your boost immediately). Your current best scores have been reset but previously unlocked levels will stay that way.
removedWe've also simplified the way obstacles work by removing the sudden death phase. Obstacles now come in at a much slower rate but will immediately trigger a game over if you hit one.
changedIf you've made a custom level: this update will probably unbalance the difficulty values (full boost/max obstacles) you previously set for your level. To that end, and to make it easier for any future custom levels you might create, we've added an "Auto-set difficulty values" option in the level editor. This will automatically match your difficulty values to something similar to the official levels by taking into account how many notes you placed and the duration of your notemap.
addedAdded 3 new levels following "Some more tea".

We've added three new levels, for a current total of fourteen levels out of the fifteen planned. We've also reworked some parts of the game in order to bring it closer to a full coherent experience. Score is now affected by what we consider to be the three gameplay pillars of Nebula Flow: timing (as it already was), combo, and boost.

For each note hit, additional points are awarded based on timing precision, combo value (the higher, the better), and whether the boost bar is full (making it much more rewarding to not use your boost immediately). Your current best scores have been reset but previously unlocked levels will stay that way.

We've also simplified the way obstacles work by removing the sudden death phase. Obstacles now come in at a much slower rate but will immediately trigger a game over if you hit one.

If you've made a custom level: this update will probably unbalance the difficulty values (full boost/max obstacles) you previously set for your level. To that end, and to make it easier for any future custom levels you might create, we've added an "Auto-set difficulty values" option in the level editor. This will automatically match your difficulty values to something similar to the official levels by taking into account how many notes you placed and the duration of your notemap.

Changelog:

  • Added 3 new levels following "Some more tea".

  • Scoring entirely reworked to account for timing, combo, and boost.

  • Reworked obstacles. Removed sudden death phase. Obstacles now immediately trigger a game over. Obstacle spawn rate and patterns updated accordingly.

  • Many changes in GUI/feedback values displayed during gameplay (cats and flying numbers display can be toggled from the Settings/Gameplay menu).

  • Ajusted some medal values.

  • Performance improvements to avoid occasional stutters.

  • Cosmetic changes in menus.

  • Added "Auto-set difficulty values" option in custom level editor.

  • Fixed bug where V-sync would toggle back to On when launching the game.

  • Fixed a few minor bugs.

We're getting closer to version 1.0! Coming soon:

  • Steam friend leaderboards

  • An additional end-game mode

  • Support more languages

Thank you for your support, have a great day!

Source

Steam News / 19 February 2025

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