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Idosra: The Electric Renaissance News

Idosra Version 1.1.6 Brings a Special Surprise

[p][/p][h3]Season's Greetings from the Flying Wiener Dog Studio! Idosra Version 1.1.6 is now available and comes with a special surprise. Idosra brings back another staple of DOS-era gaming: The holiday special![/h3][p]The special, "Holiday Gauntlet", is a short episode that is available to both players of the free demo version and the full commercial version. In the demo, this episode can be selected from the pre-loader screen. If you have purchased the full version of the game, you also have the special episode as a mod. Check the "mods" option from the pre-loader screen.[/p][p]Can you clear the gauntlet in under 5 minutes? Step quickly, but carefully! This episode should be a good challenge for those who have completed all of the demo areas, or Chapter 1 in the full game.[/p][p]In addition to the new episode, there are a number of bug fixes and updates in response to feedback left in the Community Hub. As usual, the full changelog follows:[/p][h2]Changelog[/h2][h3]User Interface Updates[/h3]
  • [p]After the first level, hint stars must now be manually triggered. Note: This update will pave the way for additional hints to be added in Chapters 2 and 3.[/p]
[h3]Assets[/h3]
  • [p]Added autumn tree set.[/p]
[h3]Gameplay[/h3]
  • [p]Fixed a timing bug in Flying Kick that would cause the kick to not initiate on the last frame of jump. (Credit: Antiquity)[/p]
  • [p]Fixed a related bug that would allow transition from Flying Kick to Falling when the kick button is still held down.[/p]
  • [p]Fixed an oversight in Flying Kick that prevented hitbox collisions from checking after the last animation frame begins.[/p]
[h3]Engine[/h3]
  • [p]Fixed a bug that would allow the Wall Walker to cross through platforms. (Credit: Moe Anthropomorphism)[/p]
[h3]Features[/h3]
  • [p](Demo) Added "Holiday Gauntlet" as an alternative mode.[/p]
  • [p](Main) Added "Holiday Gauntlet" a mod.[/p]
[h3]Balance and Level Design[/h3]
  • [p]Moved Librarianship 2 skill book to an earlier location in Chapter 2.[/p]
  • [p]Moved the Cartography skill book an earlier location in Chapter 3.[/p]
  • [p]Moved Looting 5 skill book to the location where Cartography was.[/p]
  • [p]Moved Librarianship 3 skill book to an earlier location in Chapter 3.[/p]
  • [p]Toned down the strength of the Wall Walker's "rubber band AI" from 2.5x speed to 1.8x speed.[/p]
  • [p]Increased the Wall Walker's "rubber band AI" trigger distance from 256px to 320px.[/p]
  • [p]Increased the size of Marika's attack hitbox for Flying Kick.[/p]
  • [p]Increased the size of the NPC guards' damage hitboxes to better align with the graphics. This will reduce cases where it looks like a hit connects, but doesn't.[/p]
  • [p](Demo) Skill tree in the demo now matches the skill tree in the main game. Saved games in the demo version can now be copied over to the main game without introducing continuity errors.[/p]
[p][/p]

Idosra: The Electric Renaissance Version 1.1.5 Released

[p][/p][p]Version 1.1.5 is now available! Thank you to everyone who participated in the beta branch and left feedback. There are a couple of new changes since the beta released, but otherwise the changelog is mostly the same. This update mostly addresses bugs and quality-of-life issues that have been brought to our attention since the beginning of the month.[/p][h3]How to Transfer Saved Game Data from the Beta Branch[/h3][p]If you participated in the beta branch and want to transfer your save game data back to the main branch, please refer to the instructions provided in the beta announcement. Don't forget to also copy 'prefs.dat', located in the pak folder, and 'globalprefs.dat', located in the def folder, if you want to also copy over your configurations. The file 'wins.dat' can also be copied to transfer your achievements. It's safe to simply transfer the entire contents of the pak folder, but as always, be sure to make a back-up just in case![/p][h3]What Changed Since the Beta?[/h3][p]The updates flagged (New!) below were not included in the beta. These are all bug fixes.[/p][h3]What's Next?[/h3][p]There were a couple new features that needed to be postponed so that Version 1.1.5's bug fixes could be released in a timely manner. These are on the agenda for Version 1.1.6. These also may be a few surprises...[/p][h2]Changelog[/h2][h3]User Interface Updates[/h3]
  • [p]The preloader can now be skipped entirely. This requires editing the configuration file by hand. See next point:[/p]
  • [p]The preloader configuration options (greeting screen) are now saved in a new file format. Unfortunately, this may necessitate reconfiguring these options back to your liking. If that occurs, it should be the last time. This change will allow us to add more options without having to reset it. The preloader configuration file is also now human-readable, so you can still edit the configurations without using the pre-loader.[/p]
  • [p]The game can be made to run in "arcade mode". Arcade mode disables saving and adds an automatic timeout. This mode was originally implemented for Oak City Indie Games 2025. You will probably not want to run the main game in arcade mode, but it could be useful for some modifications.[/p]
  • [p]The action2 button will now close dialog boxes. This is the same button as used to skip animated text scrolling in dialogs. Thus, you will not need to use a separate button to close pop-up dialogs.[/p]
  • [p]Fixed a UI bug that caused the game to crash when closing UI elements in special circumstances, such as drinking an elixir in a boss battle. Credit: Vistul[/p]
  • [p]The slower camera speed options were made a touch slower.[/p]
  • [p]Reprogrammed right analog stick handler to address a conflict between scout/peer and run. Credit: Lucky[/p]
  • [p]Mapped left/right+down to dive skill.[/p]
[h3]Gameplay[/h3]
  • [p]Visual feedback added when the player holds UP to grab a girder or pipe (early Chapter 2 ability "Climb Lv 2")[/p]
  • [p]A small delay added when the player jumps from a girder or pipe before they can grab the next. This makes it easier to swing from girder to girder. The player can just hold UP while swinging. They don't have to repeatedly press and release UP to move forward.[/p]
[h3]Engine Updates[/h3]
  • [p]Added unhandled exception logging. This makes the error handler more robust. If the game crashes, the fault will be logged in the file crashlog.txt, which you can then send to our support for assistance.[/p]
  • [p]Hitboxes are now defined by a user-configurable data file, rather than by extracting data from .png files.[/p]
  • [p]Removed code that was making unnecessary copies of image data (from a deprecated feature).[/p]
  • [p](New!) Removed code that checks for a deprecated Steam achievement "outpost1". Credit: Stephen[/p]
  • [p](New!) Fixed a bug with the grab visual feedback (see Gameplay above) overrides the animation for the "falling upside-down" state. The upside-down animation indicates Marika is falling too fast to grab a pipe/girder. This creates a scenario where the player has no visual feedback that it is too late for Marika to grab a pipe. It also creates a scenario where all 32 audio channels fill with overlapping scream sound effects. Credit: Stephen[/p]
[h3]Balance and Level Design[/h3]
  • [p]Iron axes (in Desaka's shop) start at a cost of 1DN and increase by 1DN with each purchase. (Old behavior was start at 4DN and increase by 4DN each purchase). A maximum of 8 axes can be purchased (up from 4).[/p]
  • [p]The "sersphere" boss in Secret Garden has been reprogrammed to behave in a more predictable way. It now favors up-and-down movements, which makes it easier to hit with melee attacks. Credit: Moe Anthropomorphism[/p]
  • [p]Added an alternate route in "Construction Zone" to bypass the wide pit at the far right end of the second scene.[/p]
  • [p]Increased the reach of Frame 2 of the Punch attack by 1 pixel (to match the reach of Stand Kick).[/p]
  • [p]Increased the reach of Frame 3 of the Spin Kick attack by 7 pixels.[/p]
  • [p]Lowered the difficulty level of many of the guards in "Abandoned House" from 2 to 1.[/p]
  • [p]Lowered the speed of wasps in maps of difficulty 4 or less by 25%[/p]
  • [p](New!) Removed achievement trigger "outpost1" from "Outpost" (room240.tmx)[/p]
[h3]Cancelled Updates After Beta Test[/h3]
  • [p]Updated the game engine to Stencyl build 12558.[/p]
[p][/p][p][/p]

Idosra Version 1.1.5 Now Available on Beta Branch

[h2]Idosra: The Electric Renaissance Version 1.1.5 is now available as an open beta![/h2][h2]In this article: What's going on, how to opt-in, and what all has changed.[/h2][p][/p][p][/p][p]This update brings many changes: mostly quality-of-life and back-end, but also a few new features. Because this update includes significant game engine-level changes, we will leave it in the beta branch for a short testing period.[/p][p]If you have comments or concerns about the beta version, we would appreciate hearing your feedback in the Community Hub![/p][p][/p][h3]How to opt into the beta branch:[/h3][p](1) Go to your Steam library and right click on Idosra: The Electric Renaissance.[/p][p][/p][p](2) Select Properties[/p][p](3) Click the "Betas" tab.[/p][p](4) Select the beta branch "Current beta build of Idosra"[/p][p][/p][h3]How to copy your save game files:[/h3][p]We recommend backing up your save game files before selecting Beta branch. Please note that your save game files in the beta branch will be backward compatible with your save game files in the main branch, should you wish to revert back.[/p][p](1) Go to your Steam library and right click on Idosra: The Electric Renaissance.[/p][p](2) Select Manage > Browse local files[/p][p][/p][p](3) Navigate to Assets > Data[/p][p](4) Copy the "pak" folder to its new home![/p][p][/p][h2]Changelog[/h2][p]Here is a list of all of the changes. This list includes feedback received in the Community Hub.[/p][p][/p][h3]User Interface Updates[/h3]
  • [p]The preloader can now be skipped entirely. This requires editing the configuration file by hand. See next point:[/p]
  • [p]The preloader configuration options (greeting screen) are now saved in a new file format. Unfortunately, this may necessitate reconfiguring these options back to your liking. If that occurs, it should be the last time. This change will allow us to add more options without having to reset it. The preloader configuration file is also now human-readable, so you can still edit the configurations without using the pre-loader.[/p]
  • [p]The game can be made to run in "arcade mode". Arcade mode disables saving and adds an automatic timeout. This mode was originally implemented for Oak City Indie Games 2025. You will probably not want to run the main game in arcade mode, but it could be useful for some modifications.[/p]
  • [p]The action2 button will now close dialog boxes. This is the same button as used to skip animated text scrolling in dialogs. Thus, you will not need to use a separate button to close pop-up dialogs.[/p]
  • [p]Fixed a UI bug that caused the game to crash when closing UI elements in special circumstances, such as drinking an elixir in a boss battle.[/p]
  • [p]The slower camera speed options were made a touch slower.[/p]
  • [p]Reprogrammed right analog stick handler to address a conflict between scout/peer and run[/p]
  • [p]Mapped left/right+down to dive skill[/p]
[h3]Gameplay[/h3]
  • [p]Visual feedback added when the player holds UP to grab a girder or pipe (early Chapter 2 ability "Climb Lv 2")[/p]
  • [p]A small delay added when the player jumps from a girder or pipe before they can grab the next. This makes it easier to swing from girder to girder.[/p]
  • [p]The player can just hold UP while swinging. They don't have to repeatedly press and release UP to move forward.[/p]
[h3]Engine Updates[/h3]
  • [p]Updated the game engine to Stencyl build 12558. This update brings several changes that should address some quirks at the graphics rendering level.[/p]
  • [p]Added unhandled exception logging. This makes the error handler more robust. If the game crashes, the fault will be logged in the file crashlog.txt, which you can then send to our support for assistance.[/p]
  • [p]Hitboxes are now defined by a user-configurable data file, rather than by extracting data from .png files.[/p]
  • [p]Removed code that was making unnecessary copies of image data (from a deprecated feature).[/p]
[h3]Balance and Level Design[/h3]
  • [p]Iron axes (in Desaka's shop) start at a cost of 1DN and increase by 1DN with each purchase. (Old behavior was start at 4DN and increase by 4DN each purchase). A maximum of 8 axes can be purchased (up from 4).[/p]
  • [p]The "sersphere" boss in Secret Garden has been reprogrammed to behave in a more predictable way. It now favors up-and-down movements, which makes it easier to hit with melee attacks[/p]
  • [p]Added an alternate route in "Construction Zone" to bypass the wide pit at the far right end of the second scene.[/p]
  • [p]Increased the reach of Frame 2 of the Punch attack by 1 pixel (to match the reach of Stand Kick).[/p]
  • [p]Increased the reach of Frame 3 of the Spin Kick attack by 7 pixels.[/p]
  • [p]Lowered the difficulty level of many of the guards in "Abandoned House" from 2 to 1.[/p]
  • [p]Lowered the speed of wasps in maps of difficulty 4 or less by 25%[/p]
[p][/p]

Idosra: The Electric Renaissance Released!

[p][/p][p]Idosra: The Electric Renaissance is now available after a multi-year development cycle. This release includes all updates through Version 1.1.4. To celebrate Idosra's release, The publisher, The Flying Wiener Dog Studio, is offering at 15% launch discount for the next two weeks.[/p][p][/p][p]What's Next?[/p][p]The next planned version, 1.2, will introduce a few supplemental features, mostly focusing on mod support. Although we are looking at the end of the calendar year for this release, our top priority for the next couple of months will be to watch for player feedback. Great care has been taken to identify and fix bugs, but the sneaky things sometimes do seem to find ways to slip between the cracks. Subsequent 1.1.x versions will be released if necessary.[/p][p][/p][p]If you wish to report bugs and/or leave feedback, please visit our Community Hub on Steam. Player feedback has been invaluable in helping shape the game, so we would love to hear your thoughts.[/p][p][/p][p][/p]

Version 1.1.4 Update

[p][/p][p]Idosra: The Electric Renaissance has been updated to Version 1.1.4! This update brings a few last-minute changes before release.[/p][p]Here is what's new:[/p][p]Player Feedback:[/p]
  • [p]Added a new configuration option to adjust camera pan speed. This feature will allow you to smooth its motion if you feel it pans too quickly.[/p]
  • [p]Added a "quit" option to the greeting screen.[/p]
[p]
Bug Fixes:[/p]
  • [p]Mouse pointer will be hidden if the game is played full screen or with a controller.[/p]
  • [p]Increased size of greeting screen to 2x, but the screen will scale back down to 1x if it detects the window is too large to fit on the screen.[/p]
[p]
Back-end Changes:[/p]
  • [p]Engine errors (purple screen) are now logged. The log file can be sent to technical support[/p]
  • [p]Please note that while we cannot guarantee support for user mods, you are welcome to ask for help with mods.[/p]
  • [p]If an engine error occurs during boot-up, the loading process will terminate and log the offending error code.[/p]
  • [p]The source bitmaps generated during the indoor area loading process are now cached. This will reduce the number of steps needed to render indoor scenes (if the lighting effects are enabled), thus speeding up the loading process. This will also reduce memory usage.[/p]
  • [p]cachewrite mode implemented to allow regeneration of cached source bitmaps.[/p]
[p][/p][p][/p]