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Trombone Champ News

Big Localization Update Coming Soon

Hi Tromboners,

We're excited to announce that a Trombone Champ update is coming soon, which will allow the game to be played in 10 languages: English, French, German, Italian, Spanish, Brazilian Portuguese, Japanese, Simplified Chinese, Traditional Chinese, and Korean!

This update is a lot larger than the usual ones, because adding support for multiple languages means adjusting every single piece of text in the game. This is also why it's been a while since we've posted an update here! It's time-consuming work that requires a lot of testing.

While we finish up this update, we'd like to take a moment to discuss it in (perhaps too much) detail!

[h3]Update Size[/h3]
Unfortunately, since almost every single piece of GUI has been adjusted and all of the track assets have been restructured, this update will be around 500mb. This is a bummer, since people playing in English shouldn't see that many changes. Apologies for the inconvenience, but this is unavoidable!

Additionally, this is definitely one of those updates that will destroy most existing mods when it comes out. As usual, check for mod updates - and if you need to, you'll be able to opt-in to the previous, un-localized version of the game using Steam's "Betas" tab.

[h3]About the Localization Work[/h3]
The vast majority of localization was done by Keywords Studios. They've done a tremendous amount of work... all of the GUI, all 50 cards, and the metadata for every base track has been localized! That's more content than you'd think, especially now that the game ships with almost 60 tracks!

Keywords Studio's work was mostly aimed at the Nintendo Switch™ version of the game, so there are a lot of very small text fields specific to PC that we had to add and adjust ourselves using online tools, such as graphical settings, some button language, etc. We took care to double-check these for accuracy, but it's difficult to ensure that every single piece of text is perfect in every single language. When the update comes out, we will make a thread in the Steam Discussion page dedicated to mistranslations - so if you see anything that's mistranslated or awkwardly translated, don't hesitate to mention in there! Luckily, it's very fast & easy for us to adjust / correct text problems.

[h3]Benefit: Restructured Track Assets[/h3]
One of the most challenging parts of getting localization working was adjusting how track metadata is saved and loaded. In the previous version of the game, all of the track metadata (track titles, descriptions, artists, genres, etc.) were kept in one enormous file. Needless to say, adding ten languages to this already large and messy file wasn't a great idea.

Ultimately, rather than hack together a quick and ugly solution, we decided to significantly rework how the game loads track assets. The new system is much cleaner and actually makes sense! Each track simply has a folder, and this folder contains everything the track needs: metadata files in various languages, the track's level data, the sample audio clip, etc. Previously, these files were scattered all over the place.

Even though normal gamers shouldn't notice that the data has been restructured, this restructuring comes with a bunch of benefits:
  • Half of the work we'd eventually need to do to get an official level editor working has been done, thanks to this updated structure.
  • Likewise, half of the work needed to eventually get content loaded via Steam Workshop should also be done thanks to this restructuring.
  • If you're the type of person who likes to tinker, it should be much easier to dig into the game's files and mess around (just don't complain to us if you break the game).
  • As the game grows in size, it should be much easier to add songs to all versions of the game.


[h3]Visual Changes[/h3]
If you're playing the game in English, the new version should look & feel almost identical to the previous version. However, since we needed to adjust basically every single piece of GUI, we've made some tiny improvements and polished up a number of items throughout the user interface. Some of these updates are things already present in the Nintendo Switch™ version of the game.

Notably, the "Tromboner Cards" look a little different - previously, each of these was a single PNG with the text baked into the image. In order to get these to display in ten languages, we had to break them up: the text is now rendered in-engine. One benefit of this is that we're able to make a much nicer "golden" effect!

[h3]PC & Nintendo Switch™[/h3]
If you have the Nintendo Switch™ version of the game, you might have noticed that it already supports localization. So why did it take so long to come to PC?...

To make a long story short, we had to split the Nintendo Switch™ and PC versions into separate projects - and stupidly, we did this before beginning localization. So, we essentially had to do all of the localization work twice over.

Fortunately, since we've already done this work for Nintendo Switch™, we were able to do it much more quickly this time. Also, of course, we were able to re-use huge chunks of code to speed up the process even further.

[h3]Bonus Update: Score Changing[/h3]
This update also changes how scoring works: short notes are worth a bit more and long notes are worth a bit less. Also, notes that consist of multiple "slides" are now treated as one note, rather than being broken up into a bunch of individual segments.

As a result of this, the maximum scores for every track are increasing! If you're competing with your friends on the Steam Leaderboards, you'll want to replay the tracks you really care about!

[h3]The Future of Trombone Champ[/h3]
We plan to continue to update Trombone Champ for the foreseeable future! However, once this update goes live, we will finally be close to having a version to which we can say: "if we were to disappear from the face of the Earth, we would be ok with where this game left off."

As mentioned earlier, the next "large" update will likely be centered around an official level editor, which then will lead into Steam Workshop integration (unless we hit any unforeseen roadblocks).

Of course, in addition to "large" updates we have planned, we also plan to add more tracks and continue improving the game in incremental ways!

We hope to release this update very soon, and are already working on new content for the updates beyond that. Thank you for your patience as we finish up!!!

-Holy Wow Studios

1.19 Brings Two New Tracks and Other Good Stuff Too

Hi everyone! Welcome to 2024! A number of things caused us to slow down over the holidays, but we're back with a pretty nice update.

Don't forget: if something about this update messes up your game, you can revert to the previous version (1.181) by right clicking the game, clicking Properties, going to Betas, and choosing the "last_update" beta branch. But for the love of God, please change back to the newest version whenever you can.

[h3]New Stuff[/h3]
  • New Tracks: "Habanera (from Carmen)" and "Trombone Skyze (Nasty Mix)!" Habanera is a nice medium-difficulty track, while "Trombone Skyze (Nasty Mix)" is much more difficult. Since the game is getting older and its players are getting better, we'd like to offer more difficult tracks in future updates.
  • New Feature: You can now have the option to "dance" manually by moving the mouse left and right. This is cosmetic only, but really fun in "Free Improvisation" mode. You really feel like you're in control of the character with this enabled! You can toggle this option on and off in the character select screen, above the "Jubilant / Estudious" toggle.
  • New Feature: Added ability to skip the initial logos using the externalparams.json file, which is in the same location as your save files and settings. Since this screen contains an epilepsy warning, we really don't want you to skip this stuff! This is why the setting is hidden in an external file rather than in settings.

https://www.youtube.com/watch?v=GyThMr0C6TA
https://www.youtube.com/watch?v=ReEsBPOG13c


[h3]Changed / Improved Stuff[/h3]
  • The tiny combo counter near your cursor now counts up past ten, so you can always see your current combo. This is really nice, since previously it was impossible to track your current combo unless it was also your highest combo. The large counter that appears near the "Perfecto! / Nasty! / etc" text still maxes out at 10x, to indicate that anything past 10 doesn't affect scoring.
  • The small explosion effect that appears when a note finishes now looks much better. The previous effect bugged us for months - we made it pretty quickly during the post-launch update frenzy, and it could have used a little more love.
  • Input code tweaked so that pressing multiple keys no longer mutes the trombone. If you prefer the previous system, there's a new "multiple keys mute" option in Settings -> Controls. Many people have asked for this!
  • If mouse smoothing is set to zero, there is now no smoothing whatsoever. Previously, there was still a very small amount of smoothing, even if smoothing was set to zero. With the new code, frame-perfect movements should be possible.
  • Note lines are now more visible in Free Improvisation mode, which should help you play melodies.
Above: much-nicer bursts when notes complete, and the counter goes beyond ten!


[h3]Fixes[/h3]
  • The breath meter now pauses correctly when gameplay is paused.
  • Breath now recovers twice as quickly in Turbo Mode.
  • Added missing sound effect when getting "Perfect" on a track.
  • Adjusted the volume of a few sound effects that were too dang loud.
  • Other small bugfixes and optimizations.


What's next?... We've mentioned this in earlier posts, but we have two large goals we'd like to leap on in 2024: localization + a level editor. Both of these are already in progress and we hope to share updates soon!

Thank you for your patience and happy tooting!

-Holy Wow

1.181A Hotfix for Two Small Bugs

Hi everyone - if you're wondering what today's tiny Trombone Champ update does:

  • Most important: Fixes the new accessibility setting that enables / disables the "edge rainbow" that appears during Champ mode. This wasn't saving right in 1.18 and would always default to "on." It should work as designed now!
  • Fixes a small issue where users can get 1 less card than they're supposed to when building multiple cards at once.
  • Adds the weird comma in the confusing name "God Rest Ye Merry, Gentlemen."


Please forgive us, and have a great holiday season!

-Holy Wow Studios

1.18 Brings Two New Holiday Tracks & Other Improvements!

Hi everyone - we just made 1.18 live, which adds two new holiday songs and a number of other improvements!

We'd originally planned for this to be a tiny update that only added some holiday content, but we ended up adding a handful of other small QoL improvements as well...

Don't forget: if something about this update messes up your game, you can revert to the previous version (1.17) by right clicking the game, clicking Properties, going to Betas, and choosing the "last_update" beta branch.

Here's what's new:

  • New tracks: "O Christmas Tree" and "God Rest Ye Merry, Gentlemen."
  • A special graphic now displays when you "Perfect" a song (never breaking combo). You also get more toots!
  • Added option to turn off the "edge rainbow" during Champ mode in the Accessibility menu.
  • Added a small window to the pause screen that shows some easy-to-miss controls.
  • The option to turn off menu music has been added to the Settings menu. Previously, this was only available via the tiny buttons in the screen corners.
  • Timing / latency adjustment should now be consistent when choosing Practice Mode & Turbo Mode.
  • Small "New High Score" icon now appears under your score during gameplay when you beat your previous score.
  • You can now build multiple cards at once if you have enough turds... wow!!!
  • When turding a card, you now see how many turds you've received.
  • Adjusted amount of turds you get when turding golden cards. Now, you receive 375 turds per golden card, but there's also a chance for a big jackpot!
  • Fixed some lyrics in in "Hino Nacional Brasileiro."
  • Other bugfixes and optimizations.


After this update, we will likely slow down on small updates and instead focus on the bigger things we've mentioned earlier: localization and a level editor so that we can ultimately build Workshop integration into the game. We also have so much other stuff we're working on... busy, busy, busy...

We hope you all have a wonderful, happy holidays, and thank you for your continued support as we enter 2024!!!

Thank you!!!
-Holy Wow

1.17 Brings Two New Tracks & Even More Improvements

Howdy! We just pushed 1.17 live, which adds two new tracks, a handful of improvements and optimizations, and more.

Don't forget: if something about this update messes up your game, you can revert to the previous version (1.16) by right clicking the game, clicking Properties, going to Betas, and choosing the "last_update" beta branch.

Here are the updates:
  • New tracks: "Arirang" and "Night on Bald Mountain." It took quite a bit of work to find a usable recording of "Night on Bald Mountain," beatmatch it, and edit it down into something actually playable... but we're very happy with the results! It's one of the most iconic classical pieces of all time and we're glad to have it join the game...
  • Improved visual effect that triggers when "Champ Mode" activates.
  • Added two new secret achievements...
  • Tracks now attempt to resync at fixed intervals rather than resync being tied to tempo.
  • Significant optimizations to the display of lyrics.
  • Ability to toggle Motion Blur added to Graphics menu.
  • Other bugfixes and optimizations.

The new "Champ Mode" effect actually comes from the Nintendo Switch version of the game. On the Switch, the "light bloom" post-processing effect was causing the framerate to dip slightly, so we made a custom graphic and animation. After looking at both versions for a while, we realized that the Switch's effect is actually a lot nicer than the one on PC, which only used the bloom. (The PC version still has the light bloom, but it's been toned down quite a bit...)

A lot of the updates we made might be invisible to most users, but should slightly improve performance & possibly solve weird issues that can pop up with long, intense custom-tracks.

What's next for PC?... here's what we're working on:

  • With the addition of Korean, we're finally finished with localization on Nintendo Switch™, so we can start moving all of that over to PC. This is a big chunk of work, but since we've already done it on Switch, we're comfortable handling it!
  • We've started really digging into Steam Workshop integration! The trickiest part of Workshop integration is that users need to be able to create and submit content from the standalone game itself. We're beginning this process by starting work on a nice in-game level editor. We already have a level editor in the game - this is what we use to make the new songs - but it's horrendously janky and not really usable by the public. So, we're doing our best to take the existing level editor and make it actually usable. Since we actually want the level editor to be nice, this will probably take a while, and we don't expect Workshop integration to be functional until 2024. However, we may have a level editor available for testing purposes before then...


Stay tuned for more updates and thanks for your patience!

-Holy Wow Studios