Hey there! The new demo update is here. Why is it here, and why should you care? BECAUSE. You gave us feedback and told us the controls were a bit of jank.
Full notes
Full PEPPERED: an existential platformer update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
1 fix3 additions2 changes0 removals
Gameplay
UI and audio
Fixes
addedHey there! The new demo update is here. Why is it here, and why should you care? BECAUSE. You gave us feedback and told us the controls were a bit of jank. So, we upgraded the moveset with new moves and quality-of-life improvements. Such as:
changed■ Glide move Now, pressing the jump button in mid-air will activate the glide move instead of the ground pound. This will make accurate landing easy and open up level design possibilities.
changed■ Ground pound is now on to the action button. Previously, the ground pound was triggered by pressing jump in mid-air, leading to accidental deaths and frustration. We changed the trigger to the same buttons used for other context-sensitive actions, like dashing on the office chair. ■ Long Jump Slide-jumping felt off because it did not carry the momentum from the slide into the jump. So we fixed that! ■ High jump is no longer mandatory The vast majority of players did not like the high jump. It was tricky to execute, and it slowed the pacing down. I didn't want to remove it outright, so I fixed the level design instead. Areas that required the high jump now feature polished jump pads or a changed layout. Now, you still have the high jump, plus a long jump, glide move, and ground pound, offering multiple ways to clear obstacles. ■ Skid Turn Previously, if you moved on the ground at full speed and then turned in the opposite direction, Star Thief turned around instantly and ran almost at the same speed. And that felt off as well. So we've added "Skid/slide" animation + a better momentum transition. ■ Adjustable slide speed You can now slow down the slide if you hold the button in the opposite direction. ■ Slower falling speed and better-moving momentum Yay.
added■ Hint Bubble Are you unsure if the background object is interactable or not? Good news! You won't have to guess anymore — we added a hint bubble. It will pop in and out every time you pass by something interactable! ■ Manlybadasshero We've added a Manlybadasshero cameo at the Bottom of The Abyss. It has nothing to do with the control improvement. Is funi.
added■ Chapter Select Screen You can now choose from which part of the game to start. So, you won't need to replay the office section if you cleared it already.
fixedBUG FIXES ■ Fixed the issue of getting stuck on the balcony with Cynthia. ■ Fixed the weird issue where moving would cause volume change. ■ Dialogue text should now scale to fit any monitor size and proportions. ■ Fixed the death colliders in secret areas ■ Fixed the issue with the controls prompt that showed arrows instead of WASD
PEPPERED: an existential platformer changes
addedHey there! The new demo update is here. Why is it here, and why should you care? BECAUSE. You gave us feedback and told us the controls were a bit of jank. So, we upgraded the moveset with new moves and quality-of-life improvements. Such as:
changed■ Glide move Now, pressing the jump button in mid-air will activate the glide move instead of the ground pound. This will make accurate landing easy and open up level design possibilities.
changed■ Ground pound is now on to the action button. Previously, the ground pound was triggered by pressing jump in mid-air, leading to accidental deaths and frustration. We changed the trigger to the same buttons used for other context-sensitive actions, like dashing on the office chair. ■ Long Jump Slide-jumping felt off because it did not carry the momentum from the slide into the jump. So we fixed that! ■ High jump is no longer mandatory The vast majority of players did not like the high jump. It was tricky to execute, and it slowed the pacing down. I didn't want to remove it outright, so I fixed the level design instead. Areas that required the high jump now feature polished jump pads or a changed layout. Now, you still have the high jump, plus a long jump, glide move, and ground pound, offering multiple ways to clear obstacles. ■ Skid Turn Previously, if you moved on the ground at full speed and then turned in the opposite direction, Star Thief turned around instantly and ran almost at the same speed. And that felt off as well. So we've added "Skid/slide" animation + a better momentum transition. ■ Adjustable slide speed You can now slow down the slide if you hold the button in the opposite direction. ■ Slower falling speed and better-moving momentum Yay.
added■ Hint Bubble Are you unsure if the background object is interactable or not? Good news! You won't have to guess anymore — we added a hint bubble. It will pop in and out every time you pass by something interactable! ■ Manlybadasshero We've added a Manlybadasshero cameo at the Bottom of The Abyss. It has nothing to do with the control improvement. Is funi.
added■ Chapter Select Screen You can now choose from which part of the game to start. So, you won't need to replay the office section if you cleared it already.
Hey there! The new demo update is here. Why is it here, and why should you care? BECAUSE. You gave us feedback and told us the controls were a bit of jank. So, we upgraded the moveset with new moves and quality-of-life improvements. Such as:
■ Glide move Now, pressing the jump button in mid-air will activate the glide move instead of the ground pound. This will make accurate landing easy and open up level design possibilities.
■ Ground pound is now on to the action button. Previously, the ground pound was triggered by pressing jump in mid-air, leading to accidental deaths and frustration. We changed the trigger to the same buttons used for other context-sensitive actions, like dashing on the office chair. ■ Long Jump Slide-jumping felt off because it did not carry the momentum from the slide into the jump. So we fixed that! ■ High jump is no longer mandatory The vast majority of players did not like the high jump. It was tricky to execute, and it slowed the pacing down. I didn't want to remove it outright, so I fixed the level design instead. Areas that required the high jump now feature polished jump pads or a changed layout. Now, you still have the high jump, plus a long jump, glide move, and ground pound, offering multiple ways to clear obstacles. ■ Skid Turn Previously, if you moved on the ground at full speed and then turned in the opposite direction, Star Thief turned around instantly and ran almost at the same speed. And that felt off as well. So we've added "Skid/slide" animation + a better momentum transition. ■ Adjustable slide speed You can now slow down the slide if you hold the button in the opposite direction. ■ Slower falling speed and better-moving momentum Yay.
■ Hint Bubble Are you unsure if the background object is interactable or not? Good news! You won't have to guess anymore — we added a hint bubble. It will pop in and out every time you pass by something interactable! ■ Manlybadasshero We've added a Manlybadasshero cameo at the Bottom of The Abyss. It has nothing to do with the control improvement. Is funi.
■ Chapter Select Screen You can now choose from which part of the game to start. So, you won't need to replay the office section if you cleared it already.
BUG FIXES ■ Fixed the issue of getting stuck on the balcony with Cynthia. ■ Fixed the weird issue where moving would cause volume change. ■ Dialogue text should now scale to fit any monitor size and proportions. ■ Fixed the death colliders in secret areas ■ Fixed the issue with the controls prompt that showed arrows instead of WASD
ALSO, we're 100 wishlists short of breaking a 23k point. So that's good. Thank you so much, everyone!