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Marble World News

Patch 0.1.8 (The Scaling Patch)

Hey everyone!

Short notes today but with a major impact, the scaling tool has been added to the catalog of tools to use!
Pressing 1 or pressing the top button when having an object selected will cycle through the move / rotate tool as you are used to, but now also cycles past the scaling tool.

Using the 3 axis' and the center you can scale objects uniformly or non-uniformly as you wish. Please note that non-uniform scaling objects that inheritly move (like the fishtooth or the escalators) might result in weird behavior or it not working anymore as expected.

Next to this an important edit was made to the paints which had patterns. Mostly the special paints in this case now scale independently from how the object is scaled. This results in a more natural look without stretched textures.

Alongside the massive overhaul needed for the majority of objects to support scaling I managed to add in some extra requests. Next patch (Friday the 20th on August) will be more orientated towards pure content again instead of newer features.

The full notes:
- Added scale tool
- Added rebind option for quick rotate
- Updated the animated star paint
- Improved hitboxes of various objects
- Paints are now independant of scale
- Added ability to paint decorational physics items
- Various small bugfixes & improvements


Thanks everyone for the support so far! All suggestions & bug reports are appreciated.

Hope you all have a great weekend!

Patch 0.1.6

Hey everyone!

Small-ish patch today but filled with some good content! As said in the last post, this week was scheduled for a more stable game along with some quality of life things that will make your life easier.

Patch notes:
- Fixed a bug where you couldn't select marbles after deleting one
- Improved game stability regarding crashes when deleting marbles & going to the main menu
- Pressing escape now closes the bottom menu bar
- Fixed a bug where scrolling inside the UI affected movespeed
- Fixed some notification issue's where it wouldn't go away (once again)
- Updated the ivy models to have a bit more detail
- Added a small notification when changing camera move speed
- Toggling UI (F1) now also affects all windows
- Improved draw distance for the small round bush
- Improved input detection stability, especially when the game went out of focus
- Fixed a bug where you could still override marble spawner tracks when selecting multiple
- Added ability to mass paint all selected objects
- Added ability to continously hold LMB to paint underneath the cursor
- Added a toggle + hotkey (default: i) for showing invisible painted materials
- Added shadow distance options
- Changed the hover for grid and snapping to be in one menu (which appears when clicking on the new button at the top bar)
- Added a new 3rd world, the flat world! (As requested)
- Edit tools will now also snap to grid when the snapping to grid option is turned on
- Added ability to use the normal selection controls whilst painting when holding control (the normal hotkey)
- Updated new world menu
- Improved the new special paints introduced in 0.1.5 on certain objects, expect more improvements in the future
- Tooltips will now show up faster

Thanks everyone for the support so far! All suggestions & bug reports are appreciated.
Next patch will be a more special one, stay tuned!

Hope you all have a great weekend!

Patch 0.1.5 (The Garden Patch)

Hey everyone!

It's been some time since the last patch, a lot of time went into the garden and it turned out great! It's roughly 5x as large in size compared to the play room and has some new things included such as water & moving plants. Along with the new environment 98 new decorational items are added to the game and a handful of new skins / paints for tracks.

Other than that improvements have been made to the upload process to steam which is now more clear and will let you know what the status is. This was something that needed improvement as soon as possible. And ofcourse a lot of other bugfixes :)

Here are the full patchnotes:
- Added the Garden as a playable environment
- Added 98 new decorations which are related to the garden
- Added 6 new marble skins
- Added 1 new marble effect
- Added brown + gray paint colours
- Added 4 special paints
- Updated the UI bars at the bottom to include a searchbar
- Improved scrolling with the scrollwheel on UI objects
- Added marble kill zones above and below the 2 environments to catch any falling marbles
- Auto save starts after loading the world. (In really large worlds with ten-thousands of items the autosave would already trigger whilst still loading)
- Improved loadingspeed of worlds by a small margin
- Greatly reduced lag during drag selecting a lot of objects at once
- Reduced camera "jumping" when you are lagging
- Solved a reflection issue with plastic in the play room
- Anti-reuploading protection for the steam workshop is now on by default
- Added ability to sprint with the camera using Shift
- Fixed some UI issues which could occur on ultra wide monitors
- Fixed a bug where multiselecting boosters or gravity pads would override eachother's values
- Improved collision detection in general
- Improved the Steam Workshop upload process to be more clear

Thanks everyone for the support so far! All suggestions & bug reports are appreciated.
Next patch will be more focused towards a stable game, but ofcourse with some cool new content!

Hope you all have a great weekend!



Patch 0.1.4 (The Steam Workshop Patch)

Hey everyone!

Short patchnotes today as there isn't too much to talk about. But it does have a big impact!
As of this patch the steam workshop has been enabled and the game now has support for it!

In-game, when pressing escape you'll notice a new button, this will allow you to upload your world to the workshop. A picture will automatically be taken for you, and you only have to add in a title and a description of choice. If you want you can enable certain tags, such as if your world is a marble run, a marble race or a marble machine. (more options coming later!)

One of the important features is the ability to "lock" your world with a anti-reupload mechanism. This will prevent others from reuploading your world as their own. This does not prevent others from editing your world, but merely from reuploading.

In the loading world dialog you'll find a new tab at the top with all the downloaded worlds when your subscribed to them. You can play / edit these worlds and save them too. When saving a downloaded world (through the workshop) the game will create a personal copy from it which will appear in the "My Worlds" tab. The actual world which got downloaded through the workshop will always remain untouched.

Note: When downloading a world which has the anti-reupload mechanism and saving it as your own, the lock will remain even in your copy. Only the owner can ever remove the lock (which will then affect the world in the "Downloads" tab, not your copy).

Here are the full patch notes for 0.1.4:
- Added steam workshop support
- Deleting a world now also deletes the backup
- Added a possible fix for the copy/paste scaling bug (it remains unreproducible)


Thanks for all the bug reports & suggestions! Hope you all have a great weekend!

Reflecting, Upcoming patches & The numbers!

Hey everyone!

It's been 3 weeks since the launch and it's time for a quick reflection, what has been changed & what is yet to come! Also I just like numbers, so I'll show you some of those too.

[h2]The road from launch till today[/h2]
Since the launch we've had tool improvements, crashes getting fixed and world corruption prevention! I've introduced lights (yesterday's 0.1.3 patch), a marble following camera and gravity pads too. Along with that a ton of bugfixes and other general improvements such as hotkeys, clarification of tools & collision improvements on certain objects where they were really needed.

All in all, 3 weeks of good polishing, with a nice flow of content and some things that really change the way you play the game. Doing an update once a week is a little bit too much from time to time, so I'd like to turn that into 2 weeks at some point, as the content to implement is slowly increasing in size!

[h2]Upcoming patches[/h2]
As some of you might know, there's a public trello with some of the (bigger) content that is planned. But for the ones that didn't know, here's a rough timeline of what's to come in what order. The things mentioned are not in detail of what's in them as that is usually determined whenever I start working on it.

Here's a list of big things to come, in order of appearance (always subject to change):
- Steam Workshop implementation (Patch 0.1.4, which is the upcoming one)
- A garden theme! A garden environment to play in, along with garden decorations to place, garden skins / trails / paints etc. (Some items were already added to try things out. Like the hedges)
- Racing! (Finishline, checkpoints, leaderboard, determining winner)
- A new desert theme with an environment to play in. (And decorations / skins etc. like the garden)
- The pinball update! (Pinball bumpers / props, flippers that you can assign to keys (for local multiplayer options), scoring etc.)
- Space theme! (Community picked) (Also with an environment to play in etc.)
- The big logic patch. Similar to Terraria's wiring system / Minecrafts redstone system, use logic gates / marble counters / pistons to dynamically alter your course based on the marbles going through triggers, touching buttons etc. This will be the last thing added during Early Access, and most likely the game will go into full release with this patch. This is a really big thing to implement, so it'll take some time where there won't be any patches. This also comes with the factory theme! Expect gears & machinery.

[h2]The numbers[/h2]
I personally enjoy reading about numbers in games, weird facts that are cool or things that might get you to say: "That's a lot of marbles!". So let's look at some of those!

On Saturday May 8th, together we all collectively spawned 4.63 million marbles. On this day the most marbles were spawned. That's a lot of marbles! But over the course of 3 weeks (May 7th till May 28th) we spawned a good 85.1 million marbles.

In comparison: in Marble World every marble is 1cm in diameter, meaning 1m2 fits 10.000 marbles (lets assume they stack perfectly). 1m3 fits 1 million marbles, and that means we filled 85m3 of space with marbles! That's a bit more than a shipping container (67.3m3) filled to the brim with marbles, I don't think your desktop would enjoy that a lot.

Over that course of time we also created 9652 worlds, deleted 1576 worlds and loaded in 21.01k worlds. We all spawned 685.76k track pieces and deleted 331.65k of those. And in terms of decorations we spawned 820.9k of those and deleted 332.71k during that period of time.

As for painting, we've painted 77.385 objects! That's a lot of painting (and clicking!).

And one last metric, the average session time is 3 hours, it's an incredible metric to have!
All in all these are some good stats to have and I'm glad Marble World has these, makes me proud of what I do!

Don't forget to join on Discord for the most up-to-date news! https://discord.gg/jbx92tbMSG
You're free to ask any questions you have, suggestions to mention or report any bugs you may find or just have a chat. I check the steam community section too from time to time, so if that's more your thing that's fine too :)

Thanks for reading, and have a great weekend!

https://store.steampowered.com/app/1491340/Marble_World/