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Cloudbuilt News

Super Cloudbuilt Update/Changes Incoming


Hey everyone,

This is not directly related to Cloudbuilt, but rather the remake Super Cloudbuilt.

Due to the publishing agreement for Super Cloudbuilt ending, there are some changes that need to be done and we want to be sure to be as transparent as possible about it and keep everyone in the loop.

For all the details about Super Cloudbuilt’s future, please check out the news post here on our website:
The Full New Post

As of now, this version of Cloudbuilt will be the only one available for sale, but, we will bring back Super Cloudbuilt at a later date like described in the post above.

We’re sorry if this causes concern or issues for anyone, but we hope to turn this into a good thing in the end. So please bear with us.

Thanks for your understanding and support as always.

Patch notes and a small event extension

First of all, the small but nice news! We have decided to extend the event over the weekend here to give everyone just a little more time to complete the challenges and compete on the leaderboard. Good luck to everyone on that!
We’ve already seen a lot of impressive leaderboard entries for the rush mode, and you were very quick at finishing the pumpkin hunt! For anyone still struggling with that one and want some help, you can look to the discord for tips or hints :)

We also did a small patch. Most of the changes are minor and just polish. But one was a bit bigger, so we will give it a little extra attention before we list the rest of the patch note.
The bigger issue is addressing some of the problematic and sometimes buggy edge grabs that can happen on sloping surfaces or if an edge is a little obstructed. The fix should be subtle enough to not affect any speed runs, but good enough to catch a lot of the frustrating unexpected falls and deaths that could happen at a few places. It also pushes the player a little out from the wall in some cases where it’s needed, which reduces flickering and collision inconsistencies that could result in a very unpleasant camera shake before.
If you are a speed runner and have concerns about this fix, please let us know, and check out the discord as we have detailed this fix more over there and are open for feedback.

We also fixed the following:
  • Removed a rain sound effect on the last rush level as it was unintentional
  • Fixed a checkpoint GUI bug
  • Fixed a weapon ammo GUI bug when taking a weapon with more ammo and then dying
  • Fixed a bug where the rush mode timer might stay on screen even in the main menu
  • Fixed a bug with sniper turrets view range, where it would see players far outside it’s view range if it had seen a player before but been unable to find a shot.
  • Fixed so sniper turrets don’t activate shortly even when an enemy is outside it’s restricted view angles. Reducing a lot of false feedback on turrets seeing you even when they can’t attack.
  • Fixed so the game saves when you return to the main menu even if you don’t pass through the room.
  • Adjusted a few levels a little for clearer feedback or buggy floors or edges.


That is all.
We’ll see you all around, and thanks for playing!

Build ID: 5787821

Haloween event + patch

The Halloween event is now live! For general event info, please check out this announcement:
https://steamcommunity.com/games/262390/announcements/detail/2899713886452718140

Just to clarify one detail about the pumpkin hunt. Only the pumpkins found in the regular 2020 mode levels count towards that challenge. The pumpkins that are pickups in the Survive The Night rush mode are not part of that challenge. If you are still unsure, there is a visible difference too. The pumpkins in the rush mode have green particles around them, unlike the other pumpkins with orange light and glow.

Along with this update there have also been various other fixes and additions. We did a lot of small things here, so the list might not actually include every little detail. We might have missed some smaller things. Please let us know if you find something else and we will be sure to update the list.

(These changes will not detail the content of the Halloween event specifically, as we want to keep that secret for the event)

Patch list:
  • Keepers now animate and fold out when blocking your path (it’s only a visual change. We have made sure not to change anything that could affect gameplay)
  • Sweepers lasers have had a visual change, to make them more visible and a little less like a “stretched sphere”.
  • In the level select, when playing the Default Mode, levels will now darken the preview picture and display a check mark when cleared, so there is no confusion of what levels are cleared or not.
  • When restarting the level with the hot key in Rush Mode, you will now get a menu to select what kind of reset to do. Lessening potential frustrating resets due to reflexes, which is potentially heartbreaking in a mode where you can invest so much time.
  • Drop Mines will now indicate when they are about to get armed, and the bomb model will disappear just as it explodes, instead of sticking around for a short time after.
  • Fixed a bug where the checkpoint pickup GUI would stay hidden in some cases even when you had checkpoints available.
  • Fixed a bug where drones which are not patrolling sometimes ended up in strange directions at random after checkpoint reloads. They should now restore their positions without rounding errors, and if they were to end up looking the wrong way, they would quickly correct and turn the right way. Making them much more reliable/consistent.
  • Added more granular audio volume controls in the options menu, and hooked up some sounds effects that were not properly associated with their type. Resulting in uncomfortably high volumes for some sounds when the others were tuned down.
  • We have limited restarting of checkpoints within the first 0.5 sec after respawning. As there were man accidental uses of lives that way before.
  • Some general but minor stability fixes (mostly for when resources fail to load, but others too).


And some improvements were made to custom levels or custom level editing:
  • Weapon pickups and stat pickup items in custom levels will now make a sound when picked up. Giving much better feedback.
  • Weapon pickups now can properly register pickups on the first frame of gameplay, so spawning a player inside a pickup will be more reliable. Sound effects will be suppressed for these first frame pickups as well.
  • There are more settings and options on some enemies in the level editor, and some of the enemy variations have changed visual scale slightly.
  • There is now a setting in the player for adjusting the energy regen speed, or turning it off completely in custom levels.
  • A crash bug with weapon pickups has been fixed.
  • Weapon ammo GUI has had some bug fixes.
  • The Cloudbits music track has been made available for the music triggers in custom levels.


That’s it!

Good luck with the challenges, and we hope you enjoy the update!

Happy Halloween!

EDIT: Oh, and build ID should be 5752669
EDIT2: Did some minor tweaks and fixed a pickup that failed to upload to steam. (sorry for that). New build ID is: 5759018

Special Halloween Challenges and Rewards

We are happy to announce this first ever seasonal event for Cloudbuilt!

This event consists of two separate challenges, one set in a new special mode and one added to the existing levels. Where the second one mostly requires knowledge, the other one “just” requires survival skills. Each challenge rewards a new skin for completion!

The first event is a pumpkin hunt. Once you know where the pumpkins are, it shouldn’t be that hard to execute, but the challenge will be to find them all before the event is over. It might be best to work as a team for this one. Join the community over at this discord server Discord Server or on Reddit. Good hunting!

The other challenge will test your abilities in a survival themed rush mode. Just get to the end of all 5 levels before you run out of extra lives. But there is a twist. At first glance the enemies might even seem to be gone, but you will soon discover that is not at all true. The levels have just changed a little, and you have to rely on a… let’s say “different” weapon. It's pretty powerful, though it's a bit tricky to use and its ammo is limited, so you will have to look around if you want more. But that’s not all, something else has changed too… your jetpack energy recharge unit is broken, so you can only regain energy from pickups, and on top of all that, all the comforting yellow light pillars are gone! There are no checkpoints on these levels. You need to find and place your own. Every resource here is limited and you will have to earn more by exploring the levels and who knows what else might be hiding in these levels? You better be careful. Survive all these altered night levels to claim the reward.

If you manage to beat both challenges, an additional skin variation is also unlocked.

We hope you have a nice halloween inside this year, and we’re doing our best to help make that interesting. Good luck on the event! :)


PS: The challenges are temporary, but the skins will be permanent.

Major 2020 Update!

Cloudbuilt has just got a major 2020 update!

We’ve listened to all your feedback and updated the game to be more accessible while still staying true to its old competitive mechanics.

A large part of the update ended up being focused on the levels. We’ve made an alternative version of 34 of the core levels in the game, focusing on teaching the game and creating a more balanced progression, while also adding some twists for the veteran players. You are sure to recognize the levels, but don’t expect to just take the same old route! This is sure to be a fresh challenge for the top players too.

But the update doesn't stop with that. We’ve also touched up other aspects of the game. Improving feedback and readability while giving some areas a facelift too.

If you found the game a bit too tough or hard to learn, now would be a perfect time to give it another go. We’ve added a rebalanced new default difficulty to the game, aimed at players playing for their first time and are just playing to progress and clear the game. While the old balance is kept for competitive play.

We hope everyone enjoys this new version!

And for the really purists out there, we’ve also added a branch on steam where you can access the game exactly like it was before the update too.


[h2]GAME MODE CHANGES:[/h2]
The game can now be played in two distinct modes. One intended for first time players, with a new reworked balance, and then a Competitive mode, intended for rankings, leaderboards and continued play after the first clear. You can select these modes when starting a new game, or it can be changed at any time, between levels.


[h3]"Competitive Mode" - [/h3]This is the old default mode. Consisting of all the levels in their original release versions, with all their challenges untouched. The only addition here is the "2020 Mode", added to the challenge list of levels.

[h3]"Default Mode" -[/h3] This mode uses all the reworked core CB levels and tweaks the game in various ways to be a little more accessible for new players. These tweaks includes:
  • Infinite retries. We scrapped the extra lives for this mode. We think there is a purpose for the original design, but as many players don’t seem to like it, we’ve listened.
  • No rankings or timer. You will have a simplified level clear screen, and you will never be ranked on your time and number of deaths. Play the way you want and just focus on beating the levels.
  • Less enemy invulnerability. We’ve removed the invulnerability state of almost all enemies, with only one exception, where we instead decreased the invulnerability time significantly. This makes combat much easier to understand and let’s players use clever snipes to clear out some sections in advance if they are creative. It does limit what can be done with some challenges, but it’s not an issue for this mode.
  • Less damage from lobbers. As the lobber enemy’s main threat is the throwback, we’ve enabled it to throw back players even when dealing light damage.
  • Throwback recovery has been made a little more lenient.
  • Extralife pickups now gives you a temporary boost to max HP for the rest of the level.
  • The weapon bullets travel a bit faster and weapon charge times have been reduced slightly.
  • Very slightly lowered game speed. The game in the original speed was just a little too fast for even taking in and noticing some aspects of the mechanics while making some parts very challenging. We’ve found that by just lowering the game speed with about 10%, it helps the handling a lot. It’s still very fast and demands high skill, but it’s a lot more manageable. Be fast, play freely, optimize and find shortcuts in this mode, just don’t expect to become the world record holder in this mode.


[h2]LEVEL CHANGES[/h2]

Listing each stage’s changes individually would take ages, so In general the changes consist of a mix between:

  • Making the levels visually easier to navigate.
  • Reworking the difficulty of each section, with a more clear focus on what we want the player to learn, and experience.
  • Giving each level a stronger visual and game play theme.


[h2]GAMEPLAY CHANGES:[/h2]

  • A new "Enemy alert effect" has been added, making it far easier to notice enemies.
    Checkpoint pickups: Placeable checkpoints can now be picked up again and moved. Though at a risk. If you die while moving it, don’t say we didn’t warn you. (Each checkpoint can only be moved once and will not grant extra lives when placed again)
  • Proper death animation for the player when dead on the ground. No more hovering and eye twitching when dead.
  • Added Steam Enhanced Rich Presence. See what your friends are up to in CB, right in your friend list.


[h2]MISC[/h2]

Coilworks is now listed as the publisher of Cloudbuilt here on steam. We have a brand new publisher page— Check it out, and follow us for future updates!

A huge thank you to Rising Star Games for their help over the years!

And last but not least, Thank You all for playing!
/ Gafgar & Bag - Coilworks.