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Vibrant Venture News

Alpha Patch 6.0.1

A new patch has been released for Vibrant Venture. Don't forget to restart Steam if the game does not automatically prompt you to update!

See the changelog below for details.

  • Fixed a clipping bug with Breakable Rocks
  • Fixed a bug where Cardinal will always be missing from his home in 1-Town, and playing as another character would still have that character appear in the town as an NPC
  • Fixed a Beam Tech in 3-3 being slightly offset allowing you to stand on it
  • Fixed being able to glide in the wind in 1-Boss after it disappeared
  • Fixed a tile error in the World 3 Map
  • Added and tweaked a few tiles in 3-3 and 3-4 for visual clarity

Alpha 6 OUT NOW!

[h2]A major new update is now available for Vibrant Venture![/h2]
[h3]Please restart Steam if the update does not automatically show up for you.[/h3]

It's finally time to infiltrate Violastro's astral factory...

This update features multiple new levels, an expansion to the World 3 Map, and many tweaks, improvements, and fixes!

For this update, we put a bunch of effort into the new features and visuals. The new power-up and mechanics are unlike anything in the game so far, and they were quite challenging to design, develop and incorporate into the game, so we hope you'll like them! They play on physics and swapping in a very special way...

The factory aesthetic and environment for 3-4 was something that took a long time for Jurl to get right, however, we're both really happy with the result. Check out the high-definition rendition Jurl made of 3-4 below!



We're already working on the next update, and we have big plans for the end of World 3! We can't wait to share them with you all.

As always, I will fix any bugs and issues you guys encounter as fast as possible.

Make sure to watch the devlog video for all the juicy details about the update and check out the changelog down below!

[previewyoutube][/previewyoutube]

[h3]Changelog[/h3]
  • Added the second part of the World 3 World Map
  • Added a new level: 3-3
  • Added a new level: 3-4
  • Added a new enemy: Mollet
  • Added a new power-up: Quantum Heart
  • Added the ability to skip boss fight cutscenes
  • Added music to the Pet Maker
  • Added a new area to the beginning of 2-4
  • Added the ability to exit the town on the right side
  • Added randomized Fairy Bottle drops to 1-Boss and 2-Boss
  • Changed the font used in the game's user interfaces
  • Rewrote the Dialogue UI to support localization in the future
  • Updated Olive's design
  • Updated the player movement physics
  • Updated the Stealth Laser visuals
  • Updated the Options Menu
  • Updated the doors connecting to the second part of the World 2 Map
  • Updated the lighting in the Town's temple
  • Removed phase 2 checkpoints in 1-Boss and 2-Boss for balancing
  • Fixed bugs


Enjoy!

- Pattrigue

Alpha 6 Releasing February 19th!

Hey everyone! The Alpha 6 update will be released on February 19th, the three-year anniversary of the very first demo we published!

It's time to infiltrate Violastro's factory on the moon...

This update will feature a couple of new levels with some bizarre and exciting mechanics!
Tons of tweaks and changes are coming too, as well as some quality of life features like the ability to skip boss cutscenes, a highly requested feature to make no-hit boss run attempts more accessible.

Here's a trailer for the update so you know what to expect!
[previewyoutube][/previewyoutube]

Alpha 6 status - Levels, Language and Level Builder

Hey everyone, happy holidays! Hope you all had a wonderful Christmas!

As we make our way into the new year, I want to start off by saying that Alpha 6 is nearly completed. We are working on the final features and details, and we are very happy with how it is turning out. However, as is the case with every January, I have exams all month, so we will have to push the update until after January. I will post another update when we have decided on the exact release date!

Alpha 6 will include a few new levels, many small features and tweaks, and a complete overhaul to the in-game text and dialogue system. This was done to allow localization in the future! As a result, the game now uses a free font known as LanaPixel by eishiya which supports many more language-specific glyphs than we could ever hope to support with our own custom font. We hope to translate the game to a handful of languages after the base game is completed! Our hope is that the game will support a handful of languages such as English (of course), German, French, Spanish, and Japanese. For now, though, we are happy knowing that the reworked text system makes translation possible in the future.



As for the levels in Alpha 6... well, we don't want to spoil anything, but let's just say they are very important to the campaign mode, and we really want to get them right! They have been some of the most tricky levels to design and create, and we are looking forward to getting them out.





Besides all the aforementioned features, the Level Builder is also being worked on. It already features many of the core features I plan to implement including playtesting, objects, enemies, background tiles, and more. It's something I've sunk a lot of time and passion into. I plan on releasing an early version of the level builder in the near future, however, I'm not sure when that will be as of now. In the meantime, check out these two videos to get an idea of what I've implemented so far!

[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]

Thank you for reading and happy New Year!
- Pattrigue

Alpha Update 5.2.0

A minor update has been released for Vibrant Venture! Don't forget to restart Steam if the game does not automatically prompt you to update.

See the changelog below for details.

  • Added unique backgrounds to the Pause Menu for each world
  • Added a new notification after beating 1-Boss
  • Added a new icon to Totals UI that shows when the player has not collected any Challenge Coins in a given level
  • Added a new icon to World Map level UI that shows when the player has not collected any Challenge Coins in the level
  • Added arrow tiles to the end of section 2 in 3-1 to help guide the player
  • Changed the vine tiles to ladder tiles in 3-1
  • Fixed a clipping bug caused by snapping to edges below low ceilings
  • Fixed long jumping as Pistachio instantly triggering the vine stab ability
  • Fixed the end card displaying 0/3 Challenge Coins in challenge levels
  • Fixed dialogue responses sometimes showing old response options outside the response box UI
  • Fixed closing the Totals UI with a gamepad while standing on a level entrance in the World Map causing you to enter the level
  • Fixed the door at the end of the 1-2 minigame prompting you to enter it despite being locked
  • Fixed a visual issue with The Maestro
  • Fixed walking pets' sprites clipping inside tiles when jumping near one tile high gaps
  • Fixed a few instances where Beam Tech tiles would cancel the player's slide kick
  • Fixed being able to stomp enemies not inside anti-gravity by walking into them while in anti gravity
  • Fixed a few areas in 3-1 and 3-2 where playing with 100% zoom would show missing tiles
  • Fixed a few tile errors in 3-1
  • Fixed a few tile errors in 3-2
  • Fixed a few tile errors in 2-2