- Public Demo Bug Patch #2 - 28 February 2025
The circle part of the fill bar was staying the same size despite paint still being drained Fixed walking on surfaces not being limited a maximum angle, the player can no longer walk up mountains sorry. The Toppled Tree Shrine area now requires half as much area to be filled before the key is spawned, as intended.
- Public Demo Feature Add #1 - 26 February 2025
Added a way to lock the camera to free paint (right click while painting) This should create a smooth way to fill in areas without as much view movement Panning painting to the edges of your view will still move the camera in free paint mode After selecting your settings the demo jumps straight to gameplay. Known Issue: Abilities now are a little awkward with the new free paint mode, will be working to refine this experience.
- Public Demo Hotfix #4 - 25 February 2025
Removed invert material from first key lock for consistency Doubled the paint regen rate when not painting Exiting the menu default to the upgrade menu rather than maintaining last menu Moved the "Quit Game" to make it harder to accidentally click when closing menu All pause menu pages now maintain all pause menu buttons Respawning via the menu button no longer breaks the player controller when pressing before collecting green paint
- Public Demo Bug Patch #1 - 24 February 2025
Fixed tunnel that gets you through the mountain not being paintable. Book stacks now splash instead of play celebration jingle. Flags now splash instead of play celebration jingle. There should be less clipping on environment collision not meant to be traversable. Jumping cannot clip through ceilings any longer. Continue button on initial settings menu can now be clicked on the arrow visual. Known Issue: You can now walk up just about any steepness of a hill including the mountain. Oops.
- Demo Hotfix #3 - 21 February 2025
A selection of fixes for common issues with loading Loading scene now activates sooner when starting game from main menu Fix issue where load percentage wasn't displaying properly Added a spinning paint drop so you can see the game is working more easily while loading When the player is loaded in, there is now a load percentage displayed and the spinning drop to display progress Swapped load order for levels to speed up initial load Misc Additional Fixes: Fixed the plank to get on the boat at the end being very narrow and at an odd angle Smoothed out blob renderer so that it has less of a performance hit when on screen
- Demo Major Update #1 - 20 February 2025
New Features Settings selection on Launch (Language, Resolution, Full Screen, Colorblind Modes, Volume) Added fonts for each of the 17 supported languages Added translation captions to the intro cinematic Dialogue falls back to english pending translation Mouse Wheel Icon now displays next to selection prompt for options to make it more clear how to select Misc Fixes Added credit for the voice actor and writer for the intro cinematic Fixed Friendly Orb name display Fixed text for relic collections for some relics Added dialogue options padding on the left to stop render clipping Made button menu font style more clear Moved down intro video captions Removed several enemies in locations that were oppressive and not interesting Fixed Vector UI rendering over Raster UI (allows button propts to no longer be blocked by some other UI elements) Known Issues Russian and Ukrainian Missing Charact…
- Public Demo Hot Fix #2 - 16 February 2025
Major Performance Improvements: Blobs now take up less memory and no longer tank framerate when spawning (can still happen occasionally). Some feature checks that were done per frame are now done via events such as if each element in a cluster was painted yet or not. Realistic physics drag is now done over multiple frames, are time sliced (no longer all happen on the same frames), and is no longer always active. Made several non-static environmental elements static to help with performance. Rebaked occlusion culling to have an updated rendering culling throughout the map. Minor Fix: The input icon for abilities was also showing as Left Mouse Button rather than Right Mouse Button. Added captions to the intro video, this is primarily in preparation for localization, but also just for convenience! Removed several falling physics objects that clipped through the world. Removed several small…
- Public Demo Hot Fix #1 - 14 February 2025
Quick fixes for a couple reported issues: Stepping on multiple different surfaces can cause audio popping Going down and up cliffs can make you move faster than normal Going down extremely steep cliffs will result in your forward direction changing rapidly One major known issue I'm still investigating: Painting on some surfaces will cause audio popping (currently suspect it's when painting on or onto metal objects)
- Mini-Patch for Press Access Tomorrow - 14 February 2025
Just a few fixes and additions for polishing the experience: Added story teaser as a skippable intro to the game Fixed issue with color blindness drop down and resolution drop down UI is now render in such a way to account for the full range of FOV options allowed Fixed the fill rate on some objects in the early part of the game Fixed some loud audio in the environment such as the waterfall Reworked some areas that were disconnected spacial to just be part of different areas Adjusted fill needs to key the keys in areas affected by the above Made the Librarian's dialogue progress as expected Fixed some UI clarity issues that also contributed to abnormally bad UI jitter (some jitter still remains at low frame rates) Alt + Tab no longer can get the pause menu mouse state locked invisible Fixed most audio pops from painting on surfaces of different materials (some edge cases still remain wh…
- Pre-Release Demo - 12 February 2025
Honestly too many changes to count but basically the biggest ones are: Characters added that you can have conversations with Areas now spawn keys and those key are use to unblock specific progress points Added a tutorial level to showcase the basics in a less cluttered way Removed a lot of enemies so only specific areas have those kinds of dangers Abilities now must be discovered in the map rather than unlocked Added some micro quests that you can get from characters Rebalanced paint use, ink flask charges, blobs, and the fill rate of many objects to feel better Tons and tons of bug fixes This is just what I could squeeze in the scope up to the 14th since that's when journalist access to the event begins. I will keep refining and fixing bugs up to the 24th when the event begins!
- Internal Testing for Public Demo - 15 January 2025
This is just the most necessary changes needed to make this testable in full, here are some key changes: Areas now have a tracker for how many objects are painted and filled When an area is filled in sufficiently then a yellow "Key" object is spawned There are new gating that requires these yellow "Key" objects to open paths Added the Sword Relic and Bow Relic to the map to be discovered and used to traverse the layers of the map Enemies are now stunned when painted red temporarily, but can still be permanently defeated with the Sword Relic Changed the model on the boat that ends the demo to something more eye catching When rewards are spawned from filling the environment there are trails that draw attention to them Additional changes are primarily bug fixes, flow changes, replacing some old models with new ones, and adding a fish man to meet in the gazebo. Normal stuff.
- A Series of Polish Changes - 28 November 2024
This demo is not meaningfully different content wise than the previous, but a lot has been reworked. The last demo added several new mechanics like the sword and the bow abilities, that are removed for now and should be available from additional content being added. Key Changes: More auto-filling objects around More sources of paint refill Running out of paint doesn't kill you When low on paint your first health bar will regenerate when not painting Added relaxing soundtrack New upgrade system paid for with the crystals you find in the map Streamlined level - Removed a lot of ancillary areas and kept it to one key loop Rebalanced how quickly things fill with paint and made paint drain much more slowly Make the player faster Completely reworked the character controller Added more feedback when rewards are given or when things are filled Added a state for filled in objects to show when th…
- Major Gameplay Shifts! - 26 July 2024
Each color now has a unique ability Green - Paint the environment, grow natural elements Red - Sword Swipe that can break elements that block progress Blue - A big paint explosion that can quickly activate elements through time This is to make each color have more of a unique identity and something new to build puzzles off of as well as future upgrades. Each color still maintains their themes: red is violence and action, green is nature and growth, blue is time and gravity. These abilities should make it easier to reinforce these themes and add new unique elements in the future. Additional Gameplay Changes Multiple breakable elements in the game now give you blobs of paint that can refill your paint on your journey. The starting area is gated until you unlock the red ability. There are now more generous ability upgrades. The former shrines that refilled paint on your journey are now res…
- Playtesting Hotfix #1 - 1 July 2024
Additional features: Rather than ending abruptly, the brush will not arc down to the ground if there's nothing close enough for it to paint on Left Control now locks the paint brush to the center of the screen, can be toggled on and off as needed Fixes: Fixed a soft lock with the lighthouse that required reloading from save to progress Rework: Changed the implementation for edge of screen panning while painting The ramp up of camera motion is more gradual The distance from center screen before this kicks in is ~50% larger Rather than be a radius from center screen is it now based on distance to the edge of screen on each axis As stated above you can lock the brush to center screen if this default mode still causes any motion sickness
- Tiny Patch #2 - 28 June 2024
Fixed quit button on credits screen.
- Tiny Patch - 28 June 2024
Make the elevator only paintable blue (the gear was a separate object that could be painted any color).
- Public Release Time! - 28 June 2024
The demo is now playable start to finish fully functional! UI bugs fixed Save system working perfect Faster save loads Metric tracking added to help make intentional tweaks New character: "King Crystal"!