- Early Access Patch Notes (0.4.9.3) - 25 May 2019
Engine Engine updated to 4.22.2. Support for Vulkan added Support for DX12 added Loading Overhaul Level loading has been refined and optimized. Speed increased from an average of 14 seconds per level, to 3 seconds. During level load, a loading screen is now shown. Woo. Tips have been added to the loading screen. Development 4 new levels have been added internally. They aren't quite ready for public release yet. Numerous sounds have been added. Levels Serenity has transitioned to its final-ish form. Now with less popping! Smoothing has been applied to numerous new meshes, in an attempt to remove the hard edges. Midnight Ride has received its next series of overhauls. This should result in better performance, and better playability. The main menu has been overhauled to look better, perform better, and just generally be better. Balls! 2 new balls have been added. The Canadian, which is a c…
- Early Access Patch Notes (0.4.9.1) - 19 April 2019
Hello everyone. Now that the bug fixing segment is done with (0.4.8x), we're moving on to improving the levels and ease of life. This is the first update for these changes. General improvements Fixed a bug that prevented Serenity from switching to Oceanic Pathways on finishing the level Upon finishing Living Room, players will now be sent to Trials Upon finishing Trials, players will be sent to Serenity Fixed the best time metric loading from disk too often. It should now only load twice per level. Once when entering the level, and once when completing the level. Fixed the first ramp on Serenity throwing players off the track Moved 5 pickups on Serenity, to both prevent them from clipping into the ground, and to make them slightly more difficult to pick up Removed a pickup on Serenity, near the funnel. Serenity track textures have been modified to be better in line with the atmosphere a…
- Early Access Patch Notes (0.4.7) - 11 April 2019
Patch notes for version 0.4.7-Release Engine Updated engine version to 4.22.0 Updated LowEntry to be compatible with 4.22.0 Levels Finally fixed Serenity being atrocious on hardware. This should be the last optimization patch specifically for Serenity. Aoxide has been replaced with Trials, a maze type level, featuring the new top-down camera. Enable this camera by pressing F at any time. Removed ray traced elements from the lighting on Living Room. They were never supposed to be in the release build anyways. Tweaked the lighting on Living Room, increasing performance by well over triple the baseline. Some pickups had issues with collision and being too high off the ground for players to reach. This has been fixed. Fixed Midnight Ride throwing players off the main course Fixed Oceanic Pathways not correctly sending players to the next level Tightened some seams on Serenity. Centered the…
- Early Access Patch Notes (0.4.4) - 29 March 2019
Hello all. Here's the latest patch notes. Engine Engine version updated from 4.21.2 to 4.22RC7 Physics async substepping disabled. Async substepping was needed back in 0.1.0 due to a moving obstacle that we eventually got rid of. Once it was removed, it just increased CPU usage for no reason. Debug changes implemented Changed how achievements are handled. They should now proc properly. Music volume is now set correctly across game launches (I programmed it out of order) Motion blur and lens flaring should now actually set properly Handbrake should now function independent of frame rate Removed APEX blocks from Serenity. They just caused performance loss, and didn't even work right. Temporarily disabled the best time metric as a bug is present that thrashed the storage. Background noise is now checked for NULL before using. This should prevent dead noise from playing. The main menu has h…
- Debug Branch Version 0.4.1 - 25 March 2019
Hello everyone. We just updated PsyShift to now include a debug branch. The changes detailed here are NOT live in the default branch. To those of you wishing to test this build, which includes the absolutely latest changes and fixes, simply right click PsyShift in Steam, go to properties, then go to Beta. Select "Debug" and allow the game to be patched. Changelog DEBUG BRANCH Engine has been upgraded to 4.22 RC6. Changed how achievements are handled. They should now proc properly. (Cleaned up the code a lot. Now passes the params properly) Music volume is now set correctly across game launches (I programmed it out of order) Motion blur and lens flaring should now actually set properly (I just programmed it badly) Handbrake should now function independent of frame rate Removed APEX blocks from Serenity. They just caused performance loss, and didn't even work right. Temporarily disabled t…
- Early Access Patch Notes (0.4.1-HOTFIX) - 14 March 2019
Hello everyone. Here's the latest change log. UI Settings menu will now properly go away when resuming the game. Links to our Twitters are now available in the main menu. Click the little Twitter icon. Levels Aoxide has been removed from the level list. It caused too many problems and delayed the production of the next level by well over a month. It is actively being replaced though. Developer notes Patches have been delayed for some time now. While dealing with Aoxide, we ran into more engine issues, and more bugs. We are addressing them as they come in, but as most of the bugs tie in to different levels, we were unable to send a patch out that people can actually play. Patches will be coming as quickly as possible, and to stay up to date on the latest news, follow me personally at Developer Twitter. This patch should be tiny, as we are just addressing the largest issue (The settings m…
- Early Access Patch Notes (0.4.0) - 25 February 2019
Update 0.4.0 Hello everyone. Here's the latest patch notes. Levels Aoxide has received a performance upgrade again, increasing performance by ~3% Aoxide terrain has been modified, as the previous terrain and the engine didn't get along. Settings Motion blur and lens flares are now considered overrides, and you can toggle them on and off at will regardless of graphics presets. Controls Handbraking is now enabled. Press B to slow down to a stop. Screenshot mode is now enabled. Press NumPad + to pause the game, AND remove the UI, so screenshots can be taken without the UI being in your face. Stability Numerous engine optimization and code refinements have increased the stability of PsyShift. Should crash less often. News PsyShift is prepared to leave early access as soon as Aoxide is finished, and the best score/ best time thing is fixed. Just because we are leaving early access does not m…
- Early Access Patch Notes (0.3.5) - 14 February 2019
PsyShift version 0.3.5 changelog Levels Serenity performance increased by 40%+ Serenity landscape optimized to further reduce performance cost Aoxide performance increased by 15% Playground finally has the large dome removed User Interface Settings menu has been reworked. It is now much simpler. Added resolution and window settings to settings menu Added version information to the main menu Sounds Optimized audio delivery to prevent chirping when framerate drops Roller Improved movement detection to prevent accidental pops Improved torsion algorithm to increase responsiveness when turning Quality of Life Mouse is now released, and the game is paused when focus is lost (Alt tab and similar) Dynamic resolution is now added to very low and low presets, in order to maintain framerate on even the lowest end hardware Settings are now saved across launches. Finally. Future Content Added framew…
- Early Access Patch Notes (0.3.1) - 2 February 2019
Hello all. Here's the latest changes. Game Size increased again. This is due to the raw amount of new assets we've added, and are planning to add into the game officially. Once PsyShift leaves early access, the size of the game will dramatically reduce as we will be removing all unused assets (Which already total around 3gb, but we may still need them to finish a few levels) Items Texture on the pickups has been changed Steam Achievements added- "The One" and "Thank You" Camera Lens flare intensity reduced to 0.1 (Down from 1.0) Motion blur amount reduced to 0.1 (Down from 5.0) Maximum motion blur reduced to 0.5 (Down from 10.0) Levels Merc (External name Aoxide) Player size reduced from 0.5 to 0.1 (To give a bigger scale to the level) Player jump impulse reduced to 1200 (From 3000) Player roll torque increased from 1000000 to 10000000 (The size makes the ball roll slower, so we had to…
- Early Access Patch Notes (0.3.0) - 25 January 2019
Hello everyone. This patch is part of the mesh overhaul multipart update. Achievements will begin rolling out as well. Bug fixing Fixed Twilight Path instantly ending the level. Fixed Twilight Path player start being in the void Fixed Twilight Path ambient sound being glitched Mesh overhaul All track pieces have been remastered to be curved, and all hard edges have been removed (See images) Collision has been modified on many meshes to improve stability and offer greater hit detection. Lightmap reflections on many meshes have been reworked, allowing greater lighting precision. Steam Achievements More achievements have been added and activated for testing Follow our official Twitter for the latest news outside of these patch notes, as well as insight into our development processes. PsyShift Twitter Developer Twitter
- Early Access Patch Notes (0.2.2) - 21 January 2019
Hello everyone. Here's the latest changelog: New levels Aoxide- A very large, open world-esque exploration map. While not complete, it is being used for performance testing before fully rolling out. To test your performance, open the level select menu, and select Aoxide. Achievements Remade "The One" achievement. It should now work. Probably. Bug fixing Fixed player falling out of the world on multiple levels Fixed bowling pins being reset improperly (Not exposed to players yet) Fixed hats being weirdly scaled on certain maps
- Early Access Patch Notes (0.2.1) - 16 January 2019
Hello everyone. Continuing from the last patch, we are improving the performance yet again. Change log: Low settings Lightmap is reduced from 1024 to 128 Maximum tessellation reduced from 64 to 16 Terrain culling reduced from 1000 units to 128 units Foliage culling reduced from (Variable, ~700 a piece) to a hard 100 units Adaptive materials are now disabled. This prevents tessellation from overriding on materials. Raytraced lighting on Living Room is now disabled. You just have flat lightning now. Medium settings Lightmap is reduced from 1024 to 512 Maximum tessellation reduced from 64 to 32 Terrain culling reduced from 1000 units to 512 units Foliage culling reduced from (Variable, ~700 a piece) to a hard 500 units Raytraced lighting on Living Room is now disabled. High settings Lightmap is forced to 1024 Maximum tessellation forced to 64 Terrain culling forced to 1000 units Foliage cu…
- Early Access Patch Notes (0.2.0) - 1 January 2019
The optimization update has arrived! Change log: Lighting has been modified to sustain the same quality, while drastically utilizing less system resources. Certain meshes have been modified to reduce poly count without sacrificing the look of the mesh. LoD on terrain has been modified to now cull at a shorter distance, drastically reducing VRAM usage during gameplay. Specularity + Metallic player rollers will now use less CPU. All UI elements have been updated to the latest version. (Inventory still doesn't have brackets or outlines. We're working on it) The hidden level has been removed. Happy New Year everyone. Thank you for being with us as we push PsyShift into 2019. This update was based around reducing system requirements as much as possible, while also updating the UI to be more modern. While we are still testing various hardware, expect a lower performance hit when playing PsySh…
- Early Access Patch Notes (0.1.9) - 26 December 2018
Hello everyone. Here's the latest patch notes: Added inventory framework Added Bowling Pin hat by default (Ran into some issues with exposing the bowling level. Just decided to give it to you from the start) Cleaned up a lot of internal code, and optimized it. Game should run smoother now Modified lighting, and pickups for Living Room (We'll eventually rename it. Probably) Added development framework for quickly creating new hats and implementing them Notes: Some UI elements related to inventory management will appear different than older UI elements. We decided that instead of making you wait for new elements, that we would push out the inventory now, instead of when all UI elements are done.
- Early Access Patch Notes (0.1.8) - 23 December 2018
Hello everyone. Here's the latest changelog. Added a new level: Living Room (Original name right?) Fixed up the end goal dialogue to now better reflect the stats during the level Fixed various typos Added a new hat (Inventory framework still not implemented) Changed Y size of platforms on the Ferris wheel from 1.5 to 1.2 Added testing lighting to Living Room which utilizes Unreal Raytracing
- Pre-Release Patch Notes (0.1.7-HOTFIX) - 21 December 2018
In patch 0.1.7, we identified an issue relating to being unable to open the pause menu more than once. The reason for such was leftover controller configurations that failed to function due to recent controller changes. You may now open the menu as many times as you wish.
- Pre-Release Patch Notes (0.1.7) - 21 December 2018
Hello everyone. Here's the changelog for version 0.1.7 Fixed most of the seams in Oceanic Pathways Oceanic Pathways now contains the proper end goal Optimal route pickups are now enabled on Oceanic Pathways Fixed load handling on first launch Base ball color has been shifted to a pinkish white if no save is found Now that the level suite we have as of now is just about finished, we can begin working on fixing that ugly end goal screen, and creating more levels. Upcoming in a future patch: Toggle switches for inverting the camera, and adjusting the rotation speed
- Official Early Access Launch - 20 December 2018
Hello everyone, and thank you for being a part of our early access testing. Over the next few days, we plan on implementing more levels, fixing bugs, and adding better controller support. Your feedback is greatly appreciated, and we will try to address everything that you have to say. Again, thank you. We couldn't do what we do without all of you.
- Pre-Release Patch Notes (0.1.6) - 18 December 2018
Currently pushed changes: Controller support has been added to most menus. It is now possible to exit the game only using a controller. Fixed UI related issue regarding binding of input keys Fixed graphics on startup. The game should now default to medium on first launch Things still in production: Full controller support across the entire game Full hat support Full inventory framework implementation Continuation of Midnight Ride Checkpoint system
- Pre-Release Patch Notes (0.1.2) - 13 December 2018
Hello all. Here's the latest changelog. Bugs fixed: If no save is detected, the ball defaults to a reddish-green tint, instead of the hard black it used to default to. The end goal now properly saves the best time. I swear I fixed it this time. Random level loading should now work properly. Frameworks implemented: Hats! (Still no inventory yet. We're working on it)