Full notes
Full Throwback update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- Store
- Maps
- Gameplay
- Events
- Balance
Throwback changes
Welcome to Throwback Early Access and thank you for checking it out! We’re so excited to finally get it out there and see what you all think.
We’ve been working around the clock trying to get as many features in as possible while not tanking stability or performance, which of course is a delicate dance that we quietly observe from across the dance floor…
That being said, we wanted to give you a good idea of the state of things for release and the things we will be working on in the short term, mid term, and long term. Let’s start with the launch build:
The launch build has: - 3 playable levels, each with seven level goals each and some hidden tubes to find - The garage, which is basically your home base and includes
An upgrade shop
A bike customization station with unlockable skins
A practice zone to fine tune your throwing and style
A barcade with 1 unlockable arcade game
A boardwalk with 2 unlockable boardwalk games
A homerun derby minigame
The style system, which give you score multipliers for
Tossing a paper up and catching it before hitting a target
Catching a paper launched at you from an NPC or Turret and hitting a target with it
Using the bat (which is grabbed from over your right shoulder) to hit papers into targets
Launch build notes: - There are locked icons on the map for levels 4 and 5, however they aren’t in the game yet. - The 3rd level was the most ambitious so far thus we are still optimizing it and you may experience some frame rate dips in the final section. We are actively working on this and will be releasing an update as soon as it’s smoothed out. It’s not terrible, but if you are sensitive to frame rate you may want to hold off on level 3 until after the update. - We’ve been testing the game using Meta Quest 2 headsets via link cable. If you have a different headset and something feels off, please let us know either here in the Steam Community section, our Discord Channel, or the support form on our website.
Roadmap Overview We have a ton of things we’d like to get into the game, but game development is a fickle pickle so we’ve prioritized things into short term (now through next couple of months), mid term (4-6 months-ish), and long term (2024 and beyond) categories. Again, this is all subject to change and we could all be working the asteroid mines next year so we thank you in advance for your patience, understanding, and unwavering support!
Short Term Goals:
Finish optimizing level 3 for a buttery frame rate
Finish building levels 4 and 5 and get them in the game
Add another arcade game to the barcade to unlock
Add two more weapon upgrades
Add a loadout system so you can change which weapons you go on runs with
Squash and bugs the community finds
Mid Term Goals:
Finish and implement alternate path system to each level
Add more cause and effect environment event triggers to each level
Do overall design passes on each level based on your feedback
Balance the game economy and add more ways to customize your bike and weapons
Long Term Goals:
Add an additional new level for each of the 5 biomes
Add multiplayer in the garage so you can hang out with your friends in there
Add multiplayer game mode where you and your friend can go on runs together either versus mode or co-op high score
Add a rogue-lite game mode where your player has health and gets item drops mid-run
Obviously we can’t guarantee any of this will happen, but we’ve got it all planned out and are going to try like heck to get there. We love this game and want it to be the best it can possibly be, and we want you to have a ton of fun playing it!
Thank you again for being a part of what’s been the most exciting thing in our lives for months! (Sorry family and friends…whoopsies) We can’t wait to keep building it alongside all of you and see where it goes!
Source
Changelog.gg summarizes and formats this update. How we read updates.
