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Marble World News

Patch 1.0.1 (Halloween Update)

Hey everyone!

It's time for the halloween update, some new items have been added as well as some older ones have had updates! Including a new custom paint option and a global update regarding painting in general.

[h2]Halloween Update[/h2]

This update modifies the previously unpaintable jack-o-lanterns and the lanterns to be paintable! So your not limited anymore to the standard yellow glow.

In addition the following has been added:
- The scarecrow from the garden world
- A skull (paintable
- A witch hat (paintable)
- 3 candies (one of them paintable, as they look similar)
- A new glowing pulsating paint that mimics glow coming from a lightsource



[h2]Paint Update[/h2]

The paint panel has gotten a small update, it now comes with a checkbox to toggle your custom paints between world space mode and the default object mode.

Object mode (the default when unchecked) scales the paint with the object size, meaning enlarged objects could look blurry, but also in some cases this is good to mimic size when creating big builds.

World Space mode (check the checkbox) does not scale the paint up or down but it remains consistent. It aligns to world coordinates, which means that 2 objects next to each other with the same paint will have no overlapping border. It'll look smooth and seemingly one object!

(Note that for moving objects World Space might look odd, as the texture stays in world space but the object moves. Similar to the star/speckle paint)

In the future I'd like to add more functionality, like World scale to have similar objects with that paint also remain uniform but on a larger or smaller scale.

[h2]Patch notes[/h2]

- Added a glowing paint that pulsates
- Added World Space paint option
- Added the scarecrow from the garden world
- Added a paintable skull
- Added a paintable witch hat
- Added 3 candies, one of which is paintable

- Both Jack-O-Lanterns are now paintable
- Both lanterns are now paintable
- When undo'ing a paint where the object was not painted first, it will now revert back to its original paint.
- Updated all triangles to not have a hollow hitbox

- Fixed a bug where when following a marble, which would be deleted, resulted in the inability to change the camera speed
- Fixed an issue where scaling a flipper could lead to a crash
- Fixed an issue where pressing a flipper button which was used in logic would result in messing with the logic
- Fixed an issue where in the Marble Paint menu doing a certain sequence could lead to colors being applied to standard non-custom skins. (The standard skins wouldn't be saved with the color override)
- Fixed an issue where 21:9 ratio screens would have the leaderboard cut off during races.
- Fixed an issue where the wheels wouldn't take logic input

[h2]The Future[/h2]

As mentioned before, next month (November) will have the long awaited Marble Teams update! This should be coming fairly early in November.

After that it will be time to announce the first DLC, which is scheduled for December! Snow & Ice are coming your way!

Thank you all for the continuous support!

- Rinke

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

Socials Hotfix

Hey everyone!

A quick fix has been applied to ensure the social buttons on the main page now reflect the new updated social media links.

For now Twitter and Facebook have been updated to reflect the company rather than the game. This is done for future purposes when more games will be released under Vector Interactive.

Whilst you are reading this, the annual Halloween update is coming soon along with some bugfixes :)

- Rinke

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

Marble World Release

Hey everyone!

Marble World is now officially fully released! After 2 years of fulltime production and a little over a year of Early Access it's time to release it, as the majority of features are in and battle-tested. The game is now on sale with a 10% discount for 7 days!

Thank you all for your support over the past years, it has been incredibly valuable for the game to steer it towards a good direction! And we're not even at the finish yet, there's plenty more on the roadmap.

Yours truly,
- Rinke

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

Marble World Launch Day Info (+ Future Plans)

Hey marblers!

Next week Friday is the big day, and in this post I'd like to go over some details on the launch. I'd also like to discuss the future of Marble World! Because the launch does not mean it's done.

[h2]Launch Day Info[/h2]

The game will come out of Early Access on Friday September 30th on 10AM GMT+2 (Amsterdam time). You can see a countdown here.

When the game launches, it will also become 10% discounted, for a duration of 1 week.

[h2]Post-Launch Features[/h2]

First things first. I have to announce that a MacOS / Linux build is not on the planning anymore. I took a look at the % of Steam users that use MacOS / Linux:

Source

When building for MacOS or Linux you need a machine that runs MacOS or Linux respectively. Now I don't own either, and buying one that supports it would have a cost. When comparing the % of the users that use either of these to the amount of revenue Marble World has made would mean it would take a really long time to just cover the costs that are made with buying a machine that runs it. In addition to this I'd also need to test / build / deploy for these platforms which takes up development time, but I'd consider that less important to this decision.

It's not the ideal situation and I know there are some dedicated players out there who only have access to a Mac / Linux, I'm really sorry but I have to make the right business decision in this case :(

Now onwards to the positive stuff!

The roadmap is as follows, with the features in order of priority*:
- Marble Teams support -> drag/drop complete teams into spawners | marbles can be in 1 team max | unlimited teams | Team Races
- Snow & Ice DLC -> Includes environment | effects (placeable + marble) | marble skins (+customizable) | paints (standard + customizable) | Decorations
- Controller support -> You know what this will lead to :)
- More base game content -> Applies to all categories
- More paint controls -> Toggle between world scale paint or object scale | Shine factor
- Light controls -> Turn on/off ambient light in the World

*order may or may not change during development

And more things are on the radar to be announced in the future, but that's for another post.

As always thanks for reading and your continuous support!

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

Patch 0.2.1

Hey everyone,

Short patch today in preparation for the launch on September 30th.

Patch notes:
- Added the option to mass import names and have them get random custom skins assigned
- Added a marble counter
- Added an option to toggle the camera clipping when following marbles

- Fixed a glitch where the rebind dark layer of the logic input component would not cover the panel fully
- Fixed some blending issues on the new tile paints
- Fixed an issue where the wormhole couldn't function as a teleporter anymore
- Fixed an issue where assigning an effect to the marble in the marble creation scene wouldn't give the correct achievement

More info on the launch is coming later.

Thank you for your continuous support! :)

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