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Marble World News

Patch 0.1.3

Hey everyone!

Here's patch 0.1.3, which includes an introduction to lighting decoration & gravity pads! Along with it, some new track pieces with 45 and 180 degree curvatures. And as usual some bugfixes & general improvements! (originally effect emitters were also on the list, but they didn't make it in time)

A bigger announcement will be posted in a few hours regarding the upcoming roadmap and Marble World planning. There are bigger things on the horizon!

Here are the full patch notes for 0.1.3:
- Added a black marble skin
- Added a point light decoration as an introduction to lighting. This light can be customized to any color. Keep in mind an object can only take in up to 4 light sources, any more than that won't affect it.
- Added ability to resize the game when playing in windowed mode
- Changed paint categories to reflect their content better
- Added an option to disable the DoF (Depth of Field) effect in the settings menu
- Improved the collisions on the 3 planes + the 3 cube shapes
- Collision between marbles can now be toggled on/off globally in the settings menu
- Added 4 gravity pads. When marbles cross the pad they get the specified gravity modifier. -1 meaning reversed gravity, 0 for no gravity, and 1 for the normal gravity. You can specify any number inbetween those values.
- Added 14 new tracks with 45 and 180 degree curvatures + variants with a natural downwards slope
- Added the wide versions of the 90 degree up and downwards curved tracks
- Improved the original swirlpit/funnel, this one is now 1.5x larger and is retroactively applied to any of those in your worlds
- Added 2 new swirlpits/funnels of size large and extreme
- Fixed the original curved track pieces where they would sometimes block incoming marbles


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

Patch 0.1.2

Hey everyone!

Here's patch 0.1.2, which includes the marble follow feature! Next to that a lot of safety checks were added for saving your world, as players have noticed that their worlds became corrupted when saving the world went wrong!

From now on next to your usual world file a backup will be created as well which will always contain your latest non-corrupted save. Later down the Early Access road if needed i'll add in a button in-game to automatically restore your backup as the main save file. For now you can find both files at: C:\\Users\\(your name)\\AppData\\LocalLow\\Vector Interactive\\Marble World

Loading your world also got improved in terms of stability, I've seen some gigantic tracks already which took a long time to load. And during the loading period the marble spinner didn't spin, which led into confusion if the game was still loading or maybe it had crashed.

The loading screen will now start showing you a counter which displays the current amount of loaded objects and the final amount it needs to get to. If things go wrong for some reason the game will show you an error pop-up when loading in the world empty. (Which shouldn't happen with the new anti-corruption save method)

Next to that, here are the full patch notes:
- Added a marble following feature, there's a button when selecting a marble on the edit panel.
- Added missing single left turn
- Added a horizontal auto rotate after snapping option (you can not have this one and the full rotate option selected at the same time)
- Added 2 merge pieces which are the flipped versions of the split pieces
- Booster arrows are now paintable
- Added arrows on the small booster
- Added a 4 way single split without increased center height (acts like a crossing)
- Added 15 beveled versions of the original wooden shapes
- Painting is now freely done without restrictions of the objects. You can paint wooden objects as plastic or vice versa.
- Added transparent paint options (as from the steam page pictures)
- Added a fully invisible paint option (this does still collide with marbles, for info)
- Added loading safety improvements & clarity
- Added saving safety improvements & 1 backup (this will happen for your world when you save it. So you have to save existing ones to add the backups)
- Added a triangle that rotates around a nail (as the other spinners do, from the trailer)
- Added a confirmation dialog when trying to delete a world
- Added a hotkey to delete all marbles (Default: 0)

Now with the big issues out of the way (the saving/loading corruption issue didn't rise till halfway last week) I can start focusing on more content! Stay tuned for more info.

Thank you all for the support, bug reports & feedback so far! It's immensely valuable for me and others as well! Hope you all have a great weekend!

Patch 0.1.1B

Hey everyone!

Here's patch 0.1.1B, which includes the paused game fix where you can't drag objects properly. It also includes some other minor fixes. All major bugs should have been resolved now, and normal patching (every 2-3 weeks) should now start off.

- Fixed the issue where you couldnt properly select objects whilst the game was paused.
- Fixed an issue where an internal crash would occur when duping a deleted item.
- Added more checks for the scaling bug after duping, the checks also apply to the pop-ups in the top right corner which would stop sometimes.
- Fixed the undo/redo button breaking after reloading a scene.
- F1 now also hides the pop-up menu.


Thank you all for the support, bug reports & feedback so far! It's immensely valuable for me and others as well.


Patch 0.1.1A

Hey everyone!

Here's patch 0.1.1A, which includes some small fixes. The important reason this went live is the cursor lock bug which should now be resolved.

- Fixed the RMB + Esc bug where you could get stuck without any ability to continue or close the game. Some users reported an F1 + Esc bug as well, this seems to be the fix for both.
- Fixed the starter prefab collision between the rotating part and the static part
- Fixed the single straight prefab not having the correct collision shape
- Added an extra check for the pop-up animation when spawning objects in (for some users this lead to a tiny variant of the object)
- Added a check on the confirmation to save before exiting dialog. For some users this was not centered.
- Fixed a textual error for the single curved tube
- The rotate step which used to be 35 is now 30. This makes it uniform again.


The elusive bug where building when paused causes issues is still in production, first estimation is still this weekend. Unless fixed earlier, then I'll patch it directly.

Thank you all for the support, bug reports & feedback so far! It's immensely valuable for me and others as well.

Patch 0.1.1 (The Tools Patch)

Hello everyone!


Over the weekend I've been hard at work checking out various bugs & feedback from all the players. Of these things the most important ones have been prioritized to be in this patch. There are some bugs left which needed more time to be fixed but I wouldn't want you all to wait for this longer than needed.


Patch notes for version 0.1.1 (The Tools Patch)

- Move & Rotate tools got their own keybind (Default hotkey: 1) to toggle between the two.
- Booster and starter tracks copy over their settings when duplicated
- Booster and starter tracks receive the same settings when having multiple selected and making changes in the edit window.
- Added a quick rotate button (default: R) to rotate selected objects by 45 degrees on the world Y axis.
- Delete key now also works for selected marbles
- Added a reset object button (Default: 3) (Only works when having 1 object selected)
- Starter tracks now spawn marbles starting horizontal first instead of depth first
- Fixed an issue where marbles could get stuck on the finishline
- Single starter track now also supports the marble spawning system with customization
- Skins / Effects are now always evenly distributed in order
- Added grid size options
- Added rotate snap options
- Added 3 additional arrows to the Move tool for singular axis movement
- Added support to move the pivot on tracks to any of their attachpoints (Default: TAB)
- Pasting objects now is in the exact same position (Originally wasn't done on purpose as the pop-in didn't exist yet)
- Moving a rotated track with auto rotate after snap enabled will go back into the original rotation if moved away without releasing your move button
- Rotate / Move icons have been moved to the center of the screen next to the tool and are merged in one toggle
- Added a Local/World toggle button, objects can now be moved and rotated in world and local space
- Prevent keypressed when typing into an inputbox (such as spawning marbles accidentally)
- Added missing left curve track
- Fixed various bugs

One of the more notorious bugs is still in progress, which is trying to build when the game is paused. I'm guessing this will be fixed next weekend and is on the high priority list.

Thank you all for the support, bug reports & feedback! It's immensely valuable for me and others as well.