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Vibrant Venture News

Beta 3 OUT NOW!

[h3]Please restart Steam if the update does not automatically show up for you.[/h3]



In this major update, you can look forward to playing the newly added secret level 3-S and exploring the fourth segment of the World 3 Map!
This secret level was designed by our good friend and QA tester, Keoiki, who also designed 2-S.
Thanks, Keoiki!



Another big part of this update is the major visual overhaul to Forever Fall Forest!
We've given every level in this world a fresh look, boasting new tiles, backgrounds, layouts, and improved sprites.
Check out some of the comparisons below!



In each World Map, a series of unique cutscenes now await players after beating a level!
These cutscenes replace the repetitive fog uncovering cutscene, which used to play after every single level.

[previewyoutube][/previewyoutube]

Time Trials have also been introduced!
These unlock after completing a level and challenge you to beat specific segments within a set timeframe.



Power Crystals can now be collected after defeating a boss, which is accompanied by a cute cutscene of the Vibrants doing a little dance!
These crystals can then be found in the temple located in Cornucopia Town.

[previewyoutube][/previewyoutube]

This update also includes a little something for achievement hunters - nine new achievements have been added, ranging from time trial completions for worlds to discovering hidden levels.

It is also possible to navigate menus using a keyboard now, similar to how you would navigate menus using a controller!
This was a highly requested feature, as having to take your hands off the keyboard to navigate menus with the mouse was quite disruptive for some players.

For our builders, the Level Builder has also been enriched.
Firstly, a visual-centric Range Editor replaces the older slider.



In addition, Gizmos have been incorporated, allowing for a clearer visualization of waypoints, triggers, and more. Plus, we've introduced new objects like the Iron Oyster and Magnet Shooter to boost creativity! And as a final touch, the Dead Leaves tiles and overlay decorations for leaf tiles can now be used.



As always, we will do our best to push out patches to whatever bugs and issues you guys might encounter.
Also, the devlog is a little different this time around, as I try to go over all the key features in just 60 seconds! Watch it here:

[previewyoutube][/previewyoutube]

Check out the changelog below for all the details.

[h2]Changelog[/h2]

[h3]GENERAL:[/h3]
  • Added a new level: 3-S
  • Added the fourth part of the World 3 Map
  • Complete visual overhaul to every level in Forever Fall Forest
    • New tiles and tile layouts for every level
    • New sprites for existing objects like foliage
    • New parallax backgrounds in levels 1-1, 1-2, 1-3, 1-4, 1-S, and the Town
  • Added unique cutscenes in each World Map after completing each level
  • Added Time Trials
    • Unlocked after completing a level
    • Started by interacting with a clock at the start of the level
  • Added the ability to obtain Power Crystals after beating a boss
    • Features a new cutscene for picking up the crystal
    • Collected Power Crystals appear in the temple in the Town
  • Added the ability to skip the intro cutscenes in Cornucopia Town
  • Added 9 new achievements
    • Time trial achievements for each world - unlocked by completing every time trial in the given world
    • 100% achievements for Forever Fall Forest and Sparklestone Shores
    • New achievements for finding and completing 2-S and 3-S
    • Plus a new secret achievement!
  • Added the ability to navigate menus using a keyboard
  • Added the ability to boost upward swimming speed by holding the 'up' direction
  • Updated the 1-Boss intro cutscene
  • Updated the Interact UI
    • New visuals and animations
    • New contextual action text showing what the interaction will trigger
  • Updated the Shop UI
    • A text label now indicates equipped upgrades
  • Updated the save file format
  • Updated the Prompt UI graphics
  • Updated wind - now increases jump height and decreases fall speed
  • Updated World Map loading - upon opening a save file, you now respawn in the World Map you last exited from
  • Updated the Totals UI - now shows undiscovered levels after beating the boss in the given world
  • Updated the World Map UI - now scales properly with the UI scale setting
  • Updated the Transitions UI - now shows when the game saves your progress
  • Updated Azura's Homing Attack - the attack can no longer miss but has a short charge time
  • Updated the Pokeprey graphics - eyes now glow in the dark
  • Improved gamepad menu navigation
  • Improved ultrawide screen support (21:9 aspect ratios)
  • Fixed bugs

[h3]LEVEL BUILDER:[/h3]
  • Added a new Range Editor in the Level Builder
    • Replaces the slider in the property editor menu with a visual editor
  • Added Gizmos in the Level Builder
    • Shows waypoints, ranges and triggers in the editor view
    • Each individual gizmos type can be toggled on/off
    • Gizmos settings are saved per-level
  • Added 3 new objects to the Level Builder - Iron Oyster, Magnet Shooter & Reseaweed
  • Added a 'Can be triggered by enemies' property to Bramble Boppers in the Level Builder
  • Added the ability to zoom in and out in the Level Builder
  • Added Dead Leaves tiles
  • Added overlay decoration for leaf tiles
  • Updated existing tiles and objects visuals


Enjoy!
- Pattrigue

Beta 3.0 coming July 24th!

Get ready for another epic update!

The Vibrant Venture Beta 3.0 update will be available on July 24th, featuring a new secret level, time trials, new cutscenes, a complete visual overhaul to every level in World 1, and much, much more!

We're very excited to finally share this update with you all soon, and we can't wait to hear what you think. This has been a long time in the making, and we're very proud of how the update has turned out.
Thanks to your feedback on our last video on YouTube, we also managed to further improve the visuals beyond our initial implementation!



Also, apologies for this update taking so long; unfortunately my exam period was very long and brutal this year, so I have had to focus on university for the last 1-2 months... but it's over now, so it's finally time to publish this update!



We just need a few more weeks to polish everything up so the update won't be riddled with bugs and oversights 😳



Thank you for your continued support and stay tuned!

[previewyoutube][/previewyoutube]

- Pattrigue

Beta Patch 2.1.4

A new patch has been released for Vibrant Venture with a few minor UI fixes.
See the changelog below for details.

- Fixed the selection box on the character wheel layout screen being too small
- Fixed selecting the confirm button in the character wheel layout screen causing the selection bar to appear in the middle of the screen when using a controller

Beta Patch 2.1.3

A new patch has been released for Vibrant Venture.
See the changelog below for details.

- Fixed the interact prompt rendering behind NPCs and objects
- Fixed Violastro not unequipping his gun before flying away at the end of 3-Bonus
- Fixed being able to slide indefinitely on the rail at the end of 3-Bonus
- Fixed dying to a Shrimp Shell after the Conductor dies restarting the fight and causing the Challenge Coin to appear in the arena
- Fixed a bug related to a super secret pit of rodents causing the level music to never play after dying

Beta Patch 2.1.2

A new patch has been released for Vibrant Venture with even more bug fixes!!
See the changelog below for details.

- Fixed jumping onto a Flathead Bopper then slamming causing it to not go as far down as it should
- Fixed slamming a Flathead Bopper sometimes not registering as a slam
- Fixed a Cardinal sprite appearing for one frame during the 1-4 Ball Roller intro cutscene
- Fixed the selection rectangle in the Pet Selector menu not being masked when scrolling down in the menu
- Fixed the secret tilemap mask not appearing if the player repeatedly enters and exits a secret tilemap quickly
- Fixed skipping the Double Jump tutorial jump trigger in 3-Bonus causing the tutorial text to stay on screen when the Dash tutorial text appears