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Cyclone News

Introducing Flag Run!

It's been a year since Cyclone shipped in Early Access and it has been such an experience collecting feedback, improving systems, and learning new things. Today I'm happy to announce a few big changes in this update!

Flag Run

Besides puzzles, one thing that was apparent is how Cyclones are also good for platforming. Flying yourself across pits and wall climbing with the Cyclones is really fun. However, when you put these requirements in maps that advertise themselves as "Puzzles", reactions come back mixed and I didn't want to leave this style of game play all together.

With Flag Run, it's all about execution. You're tasked with retrieving the flag and bringing it back to the exit as fast as possible. Your time is saved and shared on the Steam Leaderboards so every second counts!

Missed stepped? Did your launch fall short? No problem! Using Flash Chamber technology, you can just teleport yourself back to the start with a key press and everything magically resets; No need to visit the menu!

You'll find the new map under the Play menu with the existing Crash Courses which have been condensed into one entry. Also, the term "Chapter" has been changed to "Collection" in the UI.


Action Mapper Is Now A Launch Option

There's a new launch option for Action Mapper right in Steam! You can now change bindings without navigating to the game directory. I dragged my feet with this because I was worried how this would effect the "Great on Deck" rating. Since only 5.9% of users played on the Steam Deck, I decided this was for the best.



Files Ship Unpackaged Now!

The previous way Cyclone was shipped was that all files were packaged in an encrypted file. This meant every time a texture or model was added or changed, you pretty much had to re-download the entire game again. Although the game is under 200 MB, this can get really annoying. As of this update, only the playable maps are packaged in little bundles holding their menu script and needed resources.

This also means that it's now possible for Cyclone to be easily modified and extended using third party tools! There's now a guide on how to set that up here!


I want to thank to all those who tested this during development and I'm excited to hear your feedback from this update! You can join the Discord server!

Cyclone - Update

An update has been released for Cyclone.

Changes in this update are:
  • Added missing scripts for testing.
  • Fixed Alt-Tabing when running in fullscreen,

Cyclone - Update

An update has been released for Cyclone.

Changes in this update are:
  • Fixed raw mouse speed reduction when zoomed in.
  • Fixed the world's fog not resetting upon a respawn if the Post Processing Effects option is disabled.
  • Cyclones now push players off ceilings.

Cyclone - Update

Cyclone - Update

An update has been released for Cyclone.

Changes in this update are:
  • Restored raw mouse input and it's now working correctly. This option is accessible by Action Mapper.
  • Action Mapper can now be resized.
  • Adjusted player's max deceleration from 1.0 to 0.8.
  • Fixed respawn loop when impacting the hazard water at a high velocity.

Cyclone - Update

Back in the last update, Cyclone adopted to raw mouse input for mouse look. Upon receiving customer feedback, it was clear that the calculation wasn't responsive. This update changes the mouse aim back to relative movement. It's recommended you delete Config/useractioncontroller.json and revert to the game to use the default settings.

Huge thanks to awk for assisting with this!

Changes in this update are:
  • Reverted back to relative mouse movement and adjusted the calculation. (Your current mouse sensitivity settings might need to be changed.)
  • Added more range to the mouse sensitivity slider. (Both in-game and within actionmapper)
  • Added a clear button for each action in actionmapper.
  • Added DPI window scaling support for actionmapper.
  • Aim sensitivity is reduced to 25% when zoomed in.
  • Fixed vsync setting not being applied after restarting.
  • Removed the 120fps frame cap.
  • Minor adjustments in Crash Course 17.
  • Fixed being stuck in at half speed after respawning being crouched.