1. Marble World
  2. News

Marble World News

Patch 0.2.0 - Beta, Achievements, Cards and more!

Hey everyone!

Marble World entered beta today with a ton of new content in and outside of the game! Achievements have been introduced alongside collectable Steam cards and awards for completing the set!

As for the in-game content, transparent marbles have been introduced and they look a lot cleaner due to rendering improvements. Another big item is that freeform tracks are now split up behind the scenes similar to placing static track objects which allows for painting individual parts.

As usual bugs got fixed, new paint & marble skins have been introduced and more factory props have been added!

[h2]Beta[/h2]

In preparation for the launch on the 30th of September the game got improvements on several fronts in order to deliver a better experience. The main menu is less cluttered and has a new background, linking tutorial has been improved and a new help panel section for linking has been added. In addition all outdated icons have been updated and the paint panel's custom paint icons have been made more clear.

All of this and more can be found in the patch notes at the bottom.



[h2]Achievements & Cards[/h2]

Marble World now has achievements and trading cards! The cards will be distributed based on the amount of played time overall, so you might already have seen some notifications if you played enough. The set requires 8 cards and there are several emoticons & backgrounds to be earned.

The achievements will start tracking as of this patch. I've made sure they're all fair and not too grindy to achieve.



[h2]Transparent Marbles & Rendering[/h2]

This patch introduces a different way of rendering marbles. Transparency wasn't properly available before but is now! The new form of rendering allows for more detail & accurate reflections. Marbles will now look more real than before.

When creating custom marbles, there is now a template for transparent marbles. Inside the marble is a randomized swirl. Currently this is automatically added, but in the near future this will be customizable with various shapes & colouring.



[h2]Freeform track painting[/h2]

Freeform tracks are now "split" into sections and their individual parts they normally consist of.

Older tracks which only could be painted in 1 colour are split similarly on starting the world and will automatically have that 1 paint applied to all sections. You can then overwrite each section if wanted.



[h2]Patch notes[/h2]

Patch notes for Patch 0.2.0:
- Added transparency for marbles
- Added 8 new paints
- Added a new zigzag marble skin
- Added a bee marble skin
- Added achievements
- Added more background music
- Removed the Early Access pop-up when starting the game
- Added a linking page to the help panel
- Added the ability to rebind camera speed to buttons
- Added a small track spawner
- Added a giant spawner capable of spawning 450 marbles at once
- Added 6 more factory props
- Added a cone light

- Updated all outdated UI icons
- Updated the input settings panel
- Updated the main menu
- Upon renaming a world an error will be given if the name is taken or empty
- The linking tutorial has now more things to do
- Freeform tracks are now split into separate sections
- Magnet maximum radius is now increased to 20
- Checkpoints now emit a logic pulse when a marble crosses during a race
- Increased the render distance on the playroom to match other environments' distance
- Loopings have been visually smoothed
- The paint panel now has different icons for showing customizable paints
- The level load panel now allows for renaming and switching environments
- Planets in the space environment now have no gravity (they already didn't due to a bug)

- Fixed an issue where placed lights would block marbles
- Fixed an issue where opening the paint panel would induce lag for a little bit
- Fixed an issue where a 16:10 resolution would let panels overlap in the new world selection panel
- Fixed an issue where the mover would move whilst being linked but not getting a pulse
- Fixed an issue where the planet paint didn't scale properly


[h2]The future[/h2]

In 3 weeks the game will go into full release, until then only bugfixes will be applied and perhaps some really necessary edits. During this time work will be done for future patches, but the launch should as stable as it can get.

At launch the game will be discounted by 10% for a week! So grab a copy then if you haven't done so yet :)

Post-launch the game will be getting some big updates such as:
- Teams for marbles
- Light controls for glow in the dark tracks
- Controller support
- DLCs (only thematic, no features will be locked behind DLCs)

And of course I'll be looking into other platforms to release on:
- MacOS
- Linux
- Xbox
- Playstation
- Mobile
- VR

As always thanks for reading and your continuous support!

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

Marble World set to fully launch September 30th!

Hey everyone!

Marble World is set to fully launch September 30th!

After more than a year of Early Access it's time to fully release it with all its features it has gained over the past time!
In celebration of this event I've commissioned a professional artist to create a work of art worthy of Marble World to update all existing art to a new level. All artwork on Steam and social media should be updated now.

The release is not the finish but rather the start! Development will continue beyond that day for a long time, and time will be spent on additional content and features. The suggestion list covers more than 400 items, so there's plenty of work to be done. Before the launch day happens there will be a patch to transition the game from Alpha to Beta which will include some highly requested features so everyone buying the game after launch will get their fair share of content!

If you have not bought Marble World yet, this is the time to do so as the price will increase a month before launch day. During and after launch Marble World will start to participate in various sales & festivals with discounts as promised.

Thank you all for your support during Early Access! All bug reports, suggestions, workshop items and everything else is greatly appreciated and helps others too!

A special thanks to ScrapMan for creating the first Marble World video which skyrocketed the game into the world!

Yours truly,
- Rinke

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

Patch 0.1.25 (Logic Part 3)

Hey everyone!

Part 3 of the 4 logic patches is here! With an absolute ton of fixes & improvements along with a new environment to play in. Also introducing new logic components, and a few which use numbers instead of pulses! Also this patch includes some more new props, paints & freeform shapes!


[h2]New environment[/h2]
The new factory environment is a large area where you can utilize some new moving objects into your tracks! It features something I'd call the slammer, a vat of liquid metal and moving gears!

Several of the props have been added to your toolkit to add yourself too. With more coming soon.

In addition 2 new paints have been added which fit the factory style. Along with 2 new freeform shapes such as the gutter (as seen in the factory) and the highly requested wide track with a higher border!




[h2]More logic[/h2]
Some new logic components have been added along with the introduction of number logic. Using the new comparator object you can compare number values and emit a pulse based on a few comparison options. The number object will let you enter a custom number and it will persist when saving / making it a prefab and uploading!

The counter object will count every rising edge pulse it gets, it fits well with the trigger which now has a checkbox to toggle if it should emit 1 pulse on marble entry instead of a continuous pulse.

And lastly the toggle component is there for easier toggling of logic.




[h2]More moving objects[/h2]
Two new gear wheels have been added that function similar to spinners. They can be used to create some new and interesting tracks! And also introducing the first mover, which moves back and forth and has a configurable distance and speed.




[h2]Patch notes[/h2]
Patch notes for Patch 0.1.25:
- Added a new factory environment to play in
- Added a logic comparator object
- Added a logic number object (the entered number will save with the world)
- Added 2 new metal paints
- Added 2 new freeform shapes, the gutter and a wide track with higher sides
- Added 2 gears which function as spinners
- Added a logic toggle component
- Added 6 new factory props
- Added 2 wheel objects that spin with holes in them
- Added logic interactions to spinners, gravity pads, magnets, portals, bombers
- Added a noteblock object which has a dropdown to select any in-game sound

- Light settings now have a minimum of 0
- Boosters now have support for decimals
- Timer and the delay logic component now can go up to 60 seconds
- When following a marble, the camera will rotate faster when it's automatically rotating
- UI logic gates are now smaller
- Removed the 180 degree turn buttons from the freeform build panel as it no longer supported 180 degrees
- All but one glockenspiel objects have been removed, existing objects in worlds will remain functional
- The one glockenspiel object now has a dropdown where you can select the desired tone
- When selecting the randomize toggle in a marble spawner it will now pick a random marble from its custom marble list
- The logic trigger now has a toggle to only tick on marble entry
- All marble spawners now have a minimum of 0 marbles on the amount slider
- Logic now does not tick until the loading screen is done
- Logic ticks now handle logic number components first and then the normal logic items

- Fixed a bug where boosters wouldn't link with NOT gates
- Fixed several grammar issues with tooltip descriptions
- Fixed an issue where the tooltip icon had a transparent border
- Fixed the delay logic component (it was not working as intended)
- Possibly fixed an issue where the marble edit panel would not respond to clicking the cross button under certain circumstances
- Fixed an issue where the "New Prefab" button would partially go out of bounds when scrolling
- Fixed an issue where the reflection in the Desert environment would show the Garden environment
- Fixed an issue where undo'ing a placed prefab whilst in linking mode would leave behind the logic connections on screen
- Fixed an issue where you couldn't click through the water in the Garden and Desert environment


[h2]Upcoming Content[/h2]
In September the game will be fully released and out of Early Access! Stay tuned for the official date announcement.

In the next month August, patch 0.2.0 will be released and the game will go into beta! This will include an attempt for transparent marbles, freeform generated tracks will have separated sections which you can paint. And in addition some UI changes in the Marble Creation section.

The game will also get achievements & trading cards to get it all ready for it's full release!

As always thanks for reading and your continuous support!
https://store.steampowered.com/app/1491340/Marble_World/

Patch 0.1.24 (Logic Part 2)

Hey everyone!

Today brings some new logic components, improvements to existing ones and some bugfixes!

[h2]Patch notes[/h2]
Patch notes for Patch 0.1.24:
- Logic links are now smaller in size
- Ramps and logic splitters are now physics based
- Added a small track with a logic controllable ramp
- Added a configurable timer for logic interactions
- Added a key input component for logic interactions
- Added a delay component for logic interactions
- Escalators can now be turned on/off using logic
- Fishtooths can now be turned on/off using logic
- Flippers can now be used using logic
- Boosters can now be turned on/off using logic
- All effects can now be turned on/off using logic
- Light configuration can be fine tuned into decimals
- Fixed an issue where the stability marble would crash the game upon entering a portal
- All N gates are now pre-primed, fixing various setups

[h2]Upcoming Content[/h2]

Next update you can expect flipflops, race checkpoints emitting pulses and more existing objects being able to interact with logic!

In addition to that I'd like to start assembling a final list of things that the game needs before the full release!

As always thanks for reading and your continuous support!
https://store.steampowered.com/app/1491340/Marble_World/

Patch 0.1.23a (Bugfixes)

Hey everyone!

This patch resolves some issues which were reported since the last patch and are as following.

Patch notes for patch 0.1.23a:
- Fixed a crash/freeze when moving a spinner into the new ramp
- Fixed an issue when semi-complex logic systems wouldn't work as expected
- Fixed an issue where logic gates would sometimes show green when not supposed to
- Fixed an issue where using the "paint selection" button would not paint spinners
- Added linking of logic to the undo / redo stack

Thanks for all the reports!