Full notes
Full Throwback update
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What changed
- UI and audio
- Gameplay
- Maps
- Balance
One Month (ish) Update!
Hi everyone! It’s been an exciting first month of early access and we’ve been hard at work gathering all your feedback and making updates to the game. Here’s the update breakdown:
More Options
The settings menu was lonely before, but no longer! Now you can adjust:
Graphics – fine tune seven separate options or select “default” and the game will check your hardware and adjust to its best recommendation.
Gameplay – adjust your throw strength to make it easier or harder to throw papers as well as new settings for the bike speed. Things get intense on crazy mode… We also added an auto bike positioning feature that is helpful for keeping your basket in reach at all times, but can also be toggled off if you prefer.
Audio – this is the same as before, but we’re glad it’s there.
Playable Tutorial
We received a wide range of feedback which is great! But also indicated to us that we need a playable tutorial. So we made one! It walks you through the basics as well as the streak and style systems. It’s a fun level and a good way to get some starter cash! You can also skip it if you’re already a pro.
New Enemy Types
We’re still working on updating the enemy positions and patterns in the runs, so you won’t see many of these around quite yet. But our new additions include:
Shielded drone that can only be zapped with an electrified paper
Iced targets that can only be melted with a flaming paper
Alternate Paths
These are a lot of fun! Right now they are only implemented in the first map, but we love being able to discover them and explore the map from a totally different area. We plan on implementing more of these in future updates so we’d love to get your feedback.
Bug Fixes and Optimizations
The big ones here were:
A sneaky visual glitch that was causing the UI to be all warble-y, which is fixed now!
Updated the text box font so it’s more readable
Changed the “Pogz” currency icon from the Tube (which many people thought was a trash can, which in hindsight makes sense if you have no context of what Pogz are or the insane tubes they came in) to a more currency looking icon.
There’s a bunch of other fixes and polish items but we’ll file those under the “general fixes” category. We’re still working on perf optimization all the time. It’s not perfect yet, but hopefully between our updates and the new graphics settings, everyone will be able to play comfortably! Of course, please let us know of anything you find and we will add it to the “To Do” list.
And Finally – the Price
After hearing a lot of different perspectives on this, we’ve decided to lower the early access pricing. There’s entire GDC talks about this but at the end of the day, we want to make sure everyone who is joining us on our early access journey is getting a good value for their time and money. We know there are infinite games out there you could be playing and we’re super pumped and grateful you’re playing ours!
What’s Next?
We’re very close to having the next level ready, which is exciting! That should be coming within the month. After that, just one remaining level to round out the initial 5 biomes, which will be excellent.
We’ve also started work on a new game mode that plays more like a rouge-like. It’s early but already lots of fun so more on that soon! The goal for the base game is to get all 5 levels in and the rouge-like mode before the end of the year as well as any additional content or features we can think of along the way. If all goes well there, we want to focus on features like multiplayer modes and other exciting ideas - but one thing at a time of course.
Thank you all again for your support and feedback. It means a lot to us and we love seeing everyone out there chucking papers around!
Source
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