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CleanFall News

CleanFall EA Update#1 New Modes, Improvements and Bug Fixes

[p]Salutations denizens of the abyss![/p][p] We’ve just rolled out a fresh update for CleanFall, and it’s packed with new ways to play, quality-of-life upgrades, and important fixes. Here’s what’s new:[/p][hr][/hr][h3]New Modes[/h3]
  • [p]Added Casual Mode-An easier version of cleanfall well suited for casual players.[/p]
  • [p]Added Vibe Mode-A mode that removes monster invasions so players can build, experiment, and explore the world at their own pace[/p]
[p](Side note: The intended CleanFall experience version will be renamed as Normal Mode, we strongly recommend you try the Normal Mode first)[/p][p][/p][hr][/hr][h3]Improvements & Changes[/h3]
  • [p]Added an arrow to the structure deconstruction tutorial to help better show where to put your cursor.[/p]
  • [p]The yellow fungus section has been slightly reworked. Getting through the fungus barrier should be easier.[/p]
  • [p]Dropping items now drops the entire stack instead of 1 item.[/p]
  • [p]Turrets can now be placed through other objects.[/p]
  • [p]Items last longer on the ground after being dropped.[/p]
  • [p]When turrets are placed, they now float for a moment to help increase the accuracy of placement.[/p]
  • [p]Turrets now cling to objects more tightly, improving ship stability.[/p]
  • [p]Added an arrow that alerts you when you have unlocked a new room.[/p]
  • [p]Glow corn can now be harvested without waiting for the player to gather it.[/p]
  • [p]You can no longer alchemize turrets before you discover the unlock. (I feel like being able to accidentally alchemize turrets was just confusing instead of helpful).[/p]
  • [p]Buzz saws now properly get larger with more turret range.[/p]
[hr][/hr][h3]Bug Fixes[/h3]
  • [p]Fixed a bug that caused the turret grabber to not move grabber-type turrets.[/p]
  • [p]Fixed a bug that would cause the game to freeze when dying with the weapon wheel open.[/p]
  • [p]Fixed an issue where the weapon wheel would be too small on certain resolutions.[/p]
  • [p]Fixed a bug that caused the velocity blade to hurt player structures.[/p]
  • [p]Fixed a bug that stopped players from harvesting glow corn when they had a full inventory.[/p]
  • [p]Buzz saws now properly get larger with more turret range.[/p]
[hr][/hr][h3][/h3][h3]Want to support More?[/h3]
  • [p]Follow Humanyoyo and all our social media listed on the Steam page to stay updated on events, launch news, and more.[/p]
  • [p]Join the Discord to give more detailed feedback about the game.[/p]
  • [p]Share the game to your favorite content creators and friends.[/p]
  • [p]Post any screenshots or gameplay recordings to show off your skills. [/p]
  • [p]Purchase the Supporter Pack. (I'm quite proud of the game's soundtrack)[/p][p][dynamiclink][/dynamiclink][/p]
[hr][/hr][p]Ohh, one last thing, we are bundling with these cool games and you can enjoy an extra 10% off by buying these bundles:[/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink] Thank you again for your incredible support![/p][p]Humanyoyo[/p][p][/p][p][/p][p][/p]

CleanFall Easy Mode and Vibe Mode Beta Testing!

[p]Salutations denizens of the abyss![/p][p] It’s been 4 days since CleanFall launched in Early Access, and we want to thank you all for your incredible support and feedback! We’ve been reading everything you’ve shared through Steam reviews and across all our communities.[/p][p] We’ve just released a new patch to the public unstable branch, please join the beta testing and give us feedback under this announcement or join the Discord to give more detailed feedback to help us craft a better game experience as soon as possible![/p][p] How to access: Select CleanFall under your steam liabary->Click Setting->Select Properties->Choose Public-unstable-branch.[/p][p] Here are the patch notes: [/p]
  • [p]Added Casual Mode.[/p]
  • [p]Added Vibe Mode.[/p]
  • [p]Added an arrow to the structure deconstruction tutorial to help better show where to put your cursor.[/p]
  • [p]The yellow fungus section has been slightly reworked. Getting through the fungus barrier should be easier.[/p]
  • [p]Fixed a bug that caused the turret grabber to not move grabber-type turrets.[/p]
  • [p]Fixed a bug that would cause the game to freeze when dying with the weapon wheel open.[/p]
  • [p]Fixed an issue where the weapon wheel would be too small on certain resolutions.[/p]
  • [p]Fixed a bug that caused the velocity blade to hurt player structures.[/p]
  • [p]Dropping items now drops the entire stack instead of 1 item.[/p]
  • [p]Turrets can now be placed through other objects.[/p]
  • [p]Items last longer on the ground after being dropped.[/p]
  • [p]When turrets are placed, they now float for a moment to help increase the accuracy of placement.[/p]
  • [p]Turrets now cling to objects more tightly, improving ship stability.[/p]
  • [p]Fixed a bug that stopped players from harvesting glow corn when they had a full inventory.[/p]
  • [p]Glow corn can now be harvested without waiting for the player to gather it.[/p]
  • [p]Added an arrow that alerts you when you have unlocked a new room.[/p]
  • [p]You can no longer alchemize turrets before you discover the unlock. (I feel like being able to accidentally alchemize turrets was just confusing instead of helpful).[/p]
  • [p]Buzz saws now properly get larger with more turret range.[/p]
[p]Thanks again for all the interest, feedback, and support so far![/p][p][/p][p]Humanyoyo[/p][p][/p]

Hotfix #1-walls, consumer jet pack, grappler, mobility tool

[p]Minor hotfix patch released on August 9th at 4:25 AM ET with the following changes:[/p]
  • [p]Walls now detach from dirt after it is mined.[/p]
  • [p]Consumer jet pack has been buffed.[/p]
  • [p]Grappler has been fixed.[/p]
  • [p]Upgrade machine -> mobility tool strength from 8%-14%[/p]
[p]Thank you for your support![/p][p][/p][p]Humanyoyo[/p][p][/p]

CleanFall Early Access is Out Now and Nightmare Mode Beta Testing Begins!

[p]Hey everyone![/p][p]CleanFall has (finally) entered early access! (Wooooo!) While I now have a crippling addiction to caffeine and a habit of play testing CleanFall at 3 AM, I can finally say it’s time to step back and watch the community dissect my game. Thanks for the support everyone! (Especially "Duck", our Discord server's frog cult leader).[/p][p]To celebrate, CleanFall is now launching with a 25% discount![/p][p]You can check out the new launch trailer to see what's cookin'.[/p][p][/p][hr][/hr][p]Nightmare Mode Beta Testing is Now Available[/p][p]I have been hiding away in the deeper recesses of my development cave (as most devs do) cooking up a new mode to challenge the hubris of CleanFall's most skilled players. However, this mode still needs a little more time in the oven, so I'm going to open a public beta so I can get some feedback on it. It will have some new content, possible glitches, and questionable balance decisions, so proceed with caution, and send any feedback to our discord. I look forward to seeing who can beat it. (Side note, nightmare mode is only developed up to the Pit City, but I should have nightmare mode ready for the Hollow soon).[/p][p] The image above shows how you can access the beta.[/p][hr][/hr][p]
Future Update Plans[/p][p]In the next few weeks, I’m going to be working on:[/p]
  • [p]Fixing bugs.[/p]
  • [p]Releasing the Nightmare Mode update after hearing the community's feedback.[/p]
  • [p]Releasing the "Class Update" (this update will focus on the game's Consumer and Energizer classes, which have been under close scrutiny by our beta testers)[/p]
[p][/p][p] New Creature Summons for the "Class Update"[/p][p]While I have some epic plans in store for CleanFall's future, I am also always pivoting things based on the community's feedback. It would be a huge help if you could share your feedback in a steam review. [/p][hr][/hr][p] [/p][p]Want to support me further?[/p]
  • [p]Follow Humanyoyo and all our social media listed on the Steam page to stay updated on events, launch news, and more.[/p]
  • [p]Purchase the Supporter Pack. (I'm quite proud of the game's soundtrack)[/p]
  • [p]Join the Discord to give more detailed feedback about the game.[/p]
  • [p]Share the game to your favorite content creators and friends.[/p]
  • [p]Post any screenshots or gameplay recordings to show off your skills.[/p]
[hr][/hr][p][/p][p]Thanks everyone- you can expect more updates soon.[/p][p]Humanyoyo[/p][p][/p]

CleanFall Developer Q&A

[p]Salutations denizens of the abyss![/p][p] I've been getting a lot of questions lately and I thought it’d be a good idea to put together a little Q&A today.[/p][hr][/hr][p]Q: When did the idea for this game first come to you? [/p][p]A: Around 8 years ago, Relogic announced a new game called “Terraria Otherworld”. Being fifteen years old at the time, I was absolutely dying for it to come out- however, it was canceled. Ever since that day, I have dreamed of making a game that can incorporate a dynamic tower defense system. Many years later though, I would play RainWorld and Noita. I really wanted to see a version of Rainworld that was procedurally generated, and I wished Noita had focused more on just going deeper and deeper into the depths of the world. With these desires swirling in my head, I decided to make a game that would manifest the potential I saw in some of these ideas.[/p][p][/p][p]Q:It seems that ship-building is the most important mechanic in CleanFall now?[/p][p]A:Originally, CleanFall was supposed to be labeled as a tower defense game, but the game grew in many ways, and that idea began to fade into the background. However, I think ship building really is just the logical conclusion to the tower defense mechanic I have always been obsessed with. The game has always been balanced around difficult tower defense sections and now ship building has really added another layer of depth for player freedom. That being said, I fully plan on expanding upon the other playstyles of the game during early access- I would say that ship building is always an option for those who want it, but not the most important mechanic.[/p][p][/p][p]Q:After the demo launched last year, one of the most common pieces of feedback was that the backpack felt too limited. How do you see that issue?[/p][p]A: CleanFall’s inventory size has been very carefully balanced to encourage players to use their items. Often times, players can feel like they should save consumable items for when they really, really need them, resulting in players never using them at all. If your inventory is too full, it either means you are really good at the game, or you are saving your items too much. The backpack’s limited size is designed to make players feel good about using consumable items whenever they feel like it, that way they will have room for more items later. It’s also worth noting that the full game includes upgrade machines that enable skilled players to become very powerful without needing more inventory slots.[/p][p][/p][p]Q:The current tutorial focuses on basic controls but leaves out much of the survival mechanics and item or creature explanations, which seems to trip up new players. What’s the reasoning behind that design approach?[/p][p]A:CleanFall brings back some of the more classical roguelike design principles seen in older titles like Spelunky, FTL, and Don’t Starve. The idea with this older design philosophy is that the player is always learning through their mistakes. Instead of relying on meta-progression upgrades (like in Hades, Wall World, or vampire survivors), CleanFall’s progression relies on the player learning and growing more skilled at the game. If the game were to explain how all the enemies, items, and niche mechanics work, it would water down the experience. CleanFall tells the story of how a feeble robotic maid outsmarts a murderous ecosystem and dominates the world through clever tricks. The fun part of CleanFall is discovering how to exploit the game and make it easy to win.[/p][p][/p][p]Q:With the upcoming Early Access launch, how would you describe the game’s difficulty level overall?[/p][p]A:CleanFall’s difficulty is a very controversial topic. This is because the game is extremely knowledge-based. While the game appears to be insanely difficult at first, many of the users who have played more of the game report that the game is quite easy to beat. Overall, CleanFall is a game that requires the player to look at a problem and to come up with a solution to that problem. If a player keeps trying to beat the game by blasting everything like an arcade shooter, it will be an extremely difficult game indeed![/p][p][/p][p]Q:Looking at the Early Access build, what are you most proud of so far?[/p][p]A: Overall, I am most proud of the game’s world and atmosphere. While designing everything, I really wanted players to feel like they were encroaching upon a strange, hostile world. As I watch people play my game, I feel like I have been able to convey this feeling well.[/p][p][/p][p]Q:CleanFall features a Nightmare Mode, will there be any special achievements or ways for players to show off that accomplishment?[/p][p]A:Down the line, I want to add Steam achievements to the game so that players can show off their accomplishments. Nightmare mode will be a true test of player’s skill, and I think earning the achievement for beating nightmare mode will be quite rare. Nightmare mode doesn’t just boost the enemies’ stats. It makes vending machine recipes cost strange items, it adds invasions to certain areas, and it adds brutal mechanics to well-known areas. The game assumes the player understands everything about the game, and it will require both careful planning and clean execution to beat. I can't wait to see what percentage of players beat Nightmare mode when it's ready.[/p][p][/p][p]Q:What can you share about your roadmap or future development plans?[/p][p]A:The scope of CleanFall’s future heavily depends upon how well the game sells. However, I can definitively say CleanFall’s ending is... not underwhelming to say the least. Two years ago, my dad and I sat down and spent many hours properly laying out the game’s history, lore, and ending. We know what’s at the bottom of the world, and I am very excited to see everyone’s reactions to it. Beyond that, I am planning on expanding the Alchemy system, adding “sub-perk” machines to chapter 1, and developing the final chapter of CleanFall. I have all kinds of ideas for the future of the game, but I want to wait and see what the community thinks once they have sunk their teeth into the Early Access version of the game.[/p][hr][/hr][p]Thanks again for all the interest, feedback, and support so far. While I'm insanely nervous about launch, I'm super excited about what's coming next for CleanFall. The Early Access will drop in 48 hours, so feel free to help me spread the word![/p][p][/p][p]Humanyoyo[/p][p][/p]