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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/


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.