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Destroy Threats Together (Event)

Along with many other games in #PlayApartTogether campaign, we prepared a special event for you at the times when many of you are staying at home and saving the lives!

Since the last event, the amount of threat blocks in 3x64 was dramaticaly increased and we have to eliminate them all! However the threat blocks are spawning in waves and you have to deal with multiple threats at once!

What is the Destroy Threats Together Event?

Special event game mode is based on Classic game, but threat blocks are coming in waves and you have to eliminate them very fast! For the first time, there is also a community goal with an exclusive reward.

[previewyoutube][/previewyoutube]

Event duration

The event is time limited, and will be available between May 5, 2020 and June 2, 2020 (18:00 UTC). During this period, you can destroy in-game threats, win rewards and try to master the special event leaderboard!

Rewards
  • Player who is in first place at the end of the event will receive a unique badge ‚Threat Slayer' which will be visible next to their nickname in all leaderboards.

  • Eliminate at least 500 threat blocks during the event to get a permanent in-game bonus ‚Threat of Misfortune'! With this special ability, you can destroy every first spawned threat block in any game mode.
  • After the community destroys 6400 threat blocks in total, every event participant will receive a special menu theme!


Event progress and discount

You can easily see the current progress and event leaderboard on our website.
Also the first two weeks of the event 3x64 will be discounted by 15%. The discount lasts until May 18!

We hope you will enjoy destroying all threats, good luck!

Developer Diary - From Release to First Event

Today it has been over 4 months since the release of 3x64, and I regret that I have not yet found the time to write an article on how the entire release including the first updates and event went. And because in the light of current events in the world, like other developers, we had to reassess the releasing of new content (including postponing the Game Access event), I got an opportunity to rest and pay off my writing debt to you, the few loyal readers, with an article about the development of 3x64 from my personal perspective.

[h2]The Road to Release[/h2]
First, let's go back to the end of September 2019. The release date was set for the 30th of September and most of the content was ready a few days before the deadline. However, because it was a preliminary date, I decided to push the deadline by one month after the test period to polish the game, even though the game was almost finished. If my memory doesn't fool me, it was our first game to get this kind of delay before the release - but as it turned out, it ended up being hugely beneficial. Suddenly there was no need for sleepless nights to make a lot of content at the last minute, but instead we could spend time talking to people on social networks, preparing the trailer and making last adjustments. The less hectic release was also much more enjoyable.

Comparation of development version and the current game

During this period, we were given the opportunity to present the game to the Czech gaming scene at the Poznań Game Arena as part of the Game Developers Conference. After accepting the offer, I set out for a 12-hour pilgrimage to the biggest gaming event I’ve attended to date. Despite a few hiccups that are probably unavoidable in any such event, I fortunately managed to resolve the issues on the spot, eventually also getting help from a colleague. The event probably played the biggest role in the success of the game’s release, as it introduced the game to new fans, but most importantly it gave us the opportunity to be in direct contact with the players who could try the game 14 days before the release, and the results were astounding. I am so glad that a lot of players found the game appealing, some even considered it one of the best presented indie games at the event. If I had to pick the most powerful moment of the whole 3x64 story, this event wins it hands down.

After returning from the conference, where I gained incredible amounts of energy from encountering players and developers, we had approximately 2 weeks before the final deadline. I spent some time addressing the most important comments that I received in Poland, but I mainly focused on marketing and preparing the release. A few days before the release, I could finally decorate our first ever Steam page with a nice great trailer from a talented colleague Nomadiss and it, alongside some material for social media, was ready for release.

Journey to the Poznań Game Arena with 3x64

[h2]Launching the Game[/h2]
I spent time around the game release with my fellow game tester company colleagues, who also helped me greatly with tuning the game, and of course with the Lightning Soft members who are remote. Almost immediately after the release, I was delighted to see a number of very nice Steam reviews - mostly (but not only) from our Polish fans - and also a lot of nice results in the online leaderboards. As expected, we also received first bug reports and suggestions for improvements, which had to be resolved in the first update. We have been quite successful with the game on Steam, and the only overwhelming players' wishes were for a mobile version that we are definitely planning, but it is nowhere near ready at this time.

In November, there was another game event - this time the local Prague Game Developers Session, where the game also attracted new fans. The first update was out and because Christmas was coming, we decided to try (somewhat similarly to Warped Christmas) creating a Christmas event. The event development was a bit rushed due to participation in the Prague GDS, but in the end we managed to come up with and fine-tune the game mechanics, and the event was a success amongst our players. It also inspired us to prepare other interesting events - for me it is very fun to modify the core gameplay mechanics and create a game that feels different to play.

3x64 on the Game Developers Session and Christmas Event

[h2]Feelings After the Release[/h2]
I often think back to what extent the game actually succeeded and what could have been done differently. I was really happy about how things went regarding the releas, we managed to find a lot of fans in a short period of time, who participated by playing before or near the release, and left nice reviews. In fact, the whole month after the release was unforgettable. There was a small problem with the arrival of the Christmas event, which I hoped would attract both previous and new players, but promoting the game some time after the release proved to be a bigger challenge than we were ready for. At release we did not find more opportunities to influence things in a better way - unfortunately most things were not in the team's capability, especially in terms of communicating with gaming news and review websites - I’m very thankful to Steam for the option to offer the game directly to journalists via the Curator Connect service. Actually, I feel great about everything Steam does to help small developers. One thing I’d do differently is share information about the game and its development much earlier, regardless of whether the content is perfectly polished, because as development nears the end there really isn’t much time left for that.


[h2]3x64 in the Year 2020[/h2]
As the previous paragraph suggests, the enthusiasm of the release period is not as strong anymore, as the game finds new fans rarely nowadays. However, we do not plan to slow down and I still have ideas in my head for nice events that I would like to realize, but also for several new features and modes that the game must unconditionally contain at some point. Unfortunately, in the gaming industry, one has to be accustomed to perpetually fight for recognition, but I believe that the new content along with the Android version, which will hopefully be released this year, will find its way to new fans. The current world events have slightly complicated things, delaying the plans for updates and events. But I think I can promise a new event associated with the #PlayApartTogether campaign, which should come very soon and will focus on eliminating threats, at least in-game :)

I must not forget to mention the biggest update so far, which added game replays you can view directly in the online leaderboards, along with a new simple game mode. Replays have been my dream right from the start, but it was a big task, so they came after the release - and I am very happy for it because I did not believe I could implement them, but in the end the biggest challenge after release was defeated :) I also managed to fulfill another one of my personal promises for the game since the release, and that is adding colorblindness modes, which seems to have been met with an even greater success than replays and the new mode - lesson for the future is that it pays to think of seemingly small groups of players.

Update 1.2 with replays, simple mode and colorblind modes

Overall, I enjoyed both the 9 months of development before the release and the subsequent support and new features after the release, and I hope that other team members feel the same way. 3x64 became our first Steam game and thus gained a very special place in my life story, and for this reason I would like to keep supporting the game for this entire year at minimum, and bring it into the best possible state in terms of the amount of content, hopefully offering more than other games in this genre. We will see how long the support lasts, it is tempting to go and try something new again, and the team already has some ideas. But only time will tell how things go :)

If you want to support us, you can try the game for 3.64 euros - I also want to thank everyone who already owns the game, and if you haven't done so already, I would like to ask you for a short review here on Steam. You can also contact us directly on our new Discord server, where we share updates and occasionally new features in development. I’m looking forward to seeing you! For those who stayed until the end, here is a small teaser for the upcoming event :)

Reveal of the next-gen version of 3x64! (April news)

( Article was posted on April 1 and not all information must be true :) )

On this special day we have prepared for you demo of our the most advanced next-gen engine for future version of 3x64, which we've been working on for a whole week and with great expectation it's finally here!

Our greatest brains teamed up and created a whole new definition of next gen gaming - connecting all available technologies like RTX, DirectX 12 features and VR support brings unique game experience! Just run the game and try it for yourself! But be sure you have really powerful computer! And don't forget to show us which part you liked the most :)



Note: besides this announcement, I have another good news for you - this special version of the game will be available also after 1st April and I'm planning to add this minigame as free DLC on the Steam :)

Update 1.2 - Replays, Simple Mode & color modes

I am happy to say we can finally bring the new version 1.2 to you! A few weeks ago we teased three essential and quite long expected features of this update - replays, new Simple Mode and more color modes for colorblind support. Also there are many smaller fixes and changes, but let's take a look at these main features:

1. Replays

The most difficult feature to implement is finally here! As you can expect, your entire game session is now recorded and you can watch your previous game anytime from the Game Modes menu. The replays are also automatically sent to the leaderboards if you decide to share your highscore. You can explore all available replays in the Leaderboards screen!

Note: Because many of you already have a very nice highscore record sent before this update, we would like to ask you to try to reach even better score and share it along with your replays (which is now part of the score), because the Classic Mode as an older mode doesn’t have very many replays :) Good luck and I look forward to your replays!



2. Simple Mode

A long expected feature for players who really enjoy playing with blocks and they don't want to be too distracted by powerups and threats. In this mode, you only have color blocks to connect and iron blocks! Iron blocks can be damaged by connecting nearby color blocks. The new mod requires a slightly different tactic as the mechanics are simpler but the game plays faster. We hope it will add nice diversity to the basic game :). And of course this new mode is coming with its own leaderboard!




3. Color Modes

At the request of many players, we are bringing new color variants of the blocks. Most of them are adapted to common types of color blindness, but there is also a high contrast variant. New color modes are available in the Settings screen.



[h3]Polish language (beta)[/h3]
We're slowly continuing with translating the game into more languages, and due to great success at the Poznań Game Arena we decided the next chosen language will be Polish. The translation is complete including achievements, but I want to ask our Polish fans to let us know about any possible errors, because we only have one native Polish translator for quite a big amount of text. Thank you!

[h3]New achievements[/h3]
With new content also come two new related achievements!



[h3]Music update[/h3]
I can't forget to mention our composer peeterangelo, who brought to the game two new tracks - one for Simple Mode and one for game over screen! Also both original tracks (menu and classic) was improved.

[h3]Other changes and future plans[/h3]
The 1.2 update is quite big so you can find a complete list of changes/fixes below. I hope you will enjoy new content! As I already said, the replays were a huge task for such a small team, so there can be still some bugs and space for improvement and we will be happy to see your feedback and bug reports :)

Now we're already starting with preparing another big feature and also possible new interesting event :) As always, you can stay informed on our Twitter or Facebook, and we also have Discord community - we will be very glad for joining :)

  • Added replay feature (ability to play your last game + replaying leaderboard scores sent after update 1.2)
  • Added Simple Mode (only blocks + irons) with a separate leaderboard and new music
  • Added colorblind modes (Deuteranopia / Protanopia, Deuteranomaly / Protanomaly, Tritanopia / Tritanomaly, High Contrast mode)
  • Added new music to the game over screen
  • Improved menu music
  • Added Polish language (beta)
  • Active blocks now have question marks all the time
  • Added antialiasing option (Settings menu)
  • Fixed board movement bug when active arkanoid
  • Fixed not creating particles after destroying blue blocks
  • Fixed not working color TNT landing on the powerup color block
  • Support for 32bit systems (only Windows)


[previewyoutube][/previewyoutube]

Christmas Event winners and minor updates

[h2]Conclusion of the event[/h2]
The first event in 3x64 is over with 19 participants (including me as Satik64 :) ). The event lasted 3 weeks, but the first place was clearly defined within the first minutes of the release by our great fan inż. Compman. The badge ‚Christmas 2019 Champion‘ belongs to him with the incredible score of 6354 points.

Also congratulations to the 6 players who achieved rewards in the form of Christmas skins for the threat blocks!

[h2]What will happen next?[/h2]
During the event, we were working on an upcoming update 1.2 with many new features. In the game menu you might have already noticed an upcoming Simple mode with just the basic match-3 mechanic, which was highly requested by our players in Poznań and Prague sessions.

Another big feature will be replays - the whole session will be saved alongside your high score in the leaderboards, and you will have a chance to view replays of another players. The replay feature is already partly implemented, but there is still a lot of work left.

There is much more planned for the 1.2 update, but some features will be announced later - the easiest way to be notified of all upcoming features is following our Twitter or Facebook, where you can often find some work-in-progress material :)

[h2]Minor updates[/h2]
During the event we have been releasing some small changes and bug fixes, here is a summary of these updates to the base game, since the Christmas event is already finished :)

  • - Improved menu UI text effects
  • - Enabled antialiasing
  • - Added multiple game mode support
  • - Fixed wrong threat blocks spawning
  • - Fixed changing volume during the game
  • - Fixed broken Color TNT when falling on a Color Block
  • - Fixed The Collector achievement, which worked only after activating another powerup after collecting all kinds