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Marble World News

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!

Patch 0.1.23 (Logic Part 1)

Hey everyone!

Last time I mentioned a beta branch for the logic additions so I could release it all at once, however it seemed better to just continue the way it has been going for the last year. I decided to divide all of the logic implementation into chunks so it's faster to release in short bursts.

This first part improves the gameplay of linking objects and the very basics to logic, so no more hovering over items!

[h2]Logic[/h2]

The logic patch is about sending signals from objects to other objects, which in turn do something based on the signal they got. Signals can either be true or false.

It all starts off with a trigger in part 1 of the logic update, which emits a true whenever at least 1 moving marble is inside it. Once no marbles are in it emits false. In the coming parts other components that can emit signals will be added, such as buttons you can push or levers.

On the other end you have objects that can receive those signals, like a ramp which can open / close!



Other objects both can receive and send signals, in real life these are commonly called logic gates.
There are a variety of gate types, and all of them output a signal based on their input.




[h2]Patchnotes[/h2]
Patch notes for Patch 0.1.23:
- Linking mode now shows all connections
- Added 7 basic logic gates
- Added a wide track with build-in ramp
- Added a marble trigger for logic input
- Added a small logic T-splitter
- Added a wide logic T-splitter
- When pausing physics it is now clearly displayed on screen
- Lights can now interact with Logic
- Spawners can now interact with Logic
- Improved game stability regarding crashes

[h2]Upcoming Content[/h2]

Next update will be focused on the remaining logic content, such as timers, inputs via keypresses and more!

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