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Mask Around News

Version 1.3 is here!

[p]Version 1.3 is available now as a free update to Mask Around! It features new content, quality of life changes and bug fixes. [/p][p][/p][p]Here's the full patch notes:[/p][p][/p][h3]New Content[/h3]
  • [p]Added new weapons[/p]
    • [p]Only Zone 3 featured an exclusive weapon (the Star Shooter), so I decided to give zone 1 & 2 their exclusive weapons as well :[/p]
      • [p]Rigid Riffle (zone 1)[/p]
      • [p]Melon Shooter (zone 2)[/p]
  • [p]Added Sleep Mask and Sleep Backpack[/p]
    • [p]You'll have to be either restless or restful to unlock them...[/p]
[h3]Improvements[/h3]
  • [p]Reworked pause menu to show current items' descriptions[/p]
  • [p]Improved masks, backpacks and items menus UI.[/p]
  • [p]Added particle effect to cursed player[/p]
  • [p]Fixed screenshake causing sudden camera movements[/p]
    • [p]I completely reworked the screenshake system to ensure a smooth experience[/p]
  • [p]Fixed radio button appearing as selected[/p]
  • [p]Fixed incorrect tutorial text languages when using keyboard controls[/p]
  • [p]Other minor fixes[/p]
[p]See you around![/p]

Version 1.2 patch notes

Mask Around have been updated to version 1.2 on all platforms. Here are the changes:

Once you've beat the game with a mask, a star will display next to it and you'll be able to see your best time with this mask.

[h2]Additions[/h2]
  • Added run timer logic
  • Added a setting to display the run timer (default to off)
  • Displayed the run timer on game over screen when successfully completing a run
  • Displayed the fastest run timer on the main menu
  • Once you complete a run with a mask, it will be granted a "star" in the mask menu
  • Changing mask during a run will not star any mask even if you complete the run.
  • Added best time display for each starred mask in the mask menu.
  • Experimental exclusive to the Steam version: time scores are submitted to this leaderboard.
  • Added a pacific status indicator after the first floor


[h2]Balance[/h2]
  • Made some room patterns easier for zones 2 and 3
  • Punching with "Straigh Up Bleach" while in HAND form will now project juice only if it doesn't hit anything
  • Increased BUFF kick hitbox size
  • Removed accountability for enemy bomb parrying and dark tree heart killing
  • Xray gun's bullets will now project ennemies according to the aiming direction
  • Made legger take more time to jump
  • Decreased faceless's run speed


[h2]Bug fixes[/h2]
  • Fixed a display bug when the system's language was german or spanish
  • Fixed played dying instantly on taking damage while BUFF in fog with only one heart left
  • Fixed some objects being not properly destroy when restarting a run
  • Fixed player not losing HAND while idle
  • Fixed spike balls being stuck in the air
  • Fixed spike balls not damaging enemies sometimes
  • Fixed some sounds being played too loudly

Version V1.1 patch notes

Mask Around is now available on android! I took the time to do some polish, add the requested keyboard rebinding features, and also added a new mask and backpack as a bonus!


[h2]Additions[/h2]
  • Added Backpack Mask. beat the final boss with no items and the default gun to unlock!
  • Added Mask backpack. beat the final boss while cursed to unlock!
  • Added keyboard rebind menu in settings
  • Added controller dpad support

[h2]Balance[/h2]
  • Increased the damage of the Pink Bubble Mask's bubble from 5 to 15
  • Lowered Walker's bulb HP from 30 to 20
  • Allowed player to jump out of the detransform animation
  • Made third zone a bit easier (I intend on tackling this issue more in future patches):
  • Lowered Weird Bird Enemy HP
  • Made Legger enemy wait a bit more before jumping
  • Tweaked some trap rooms

[h2]Bug fixes[/h2]
  • Fixed languages display issues under certains conditions
  • Fixed cracked wall not being broken with HAND
  • Fixed pacific condition (only enemies directly killed by player's hitboxes or bullets will count as kills)
  • Fixed sun mask bullets colliding with player
  • Fixed passive juice loss not matching the current juice amount


Please let me know if you encounter any issue with the game. See you around!

v1.03: fixing bugs!

Version 1.03 is available now. The following bugs were fixed:
  • fixed supernova hand falling through the ground
  • fixed inconsistent succulent leaf weak spot
  • fixed sacred book being gifted on curse cured
  • fixed translation issues
  • fixed key disappearing
  • fixed premium mask steam achievement unlock
  • fixed cherry shooter doing double damage
  • fixed decor floating in the air
  • fixed Stupid Mask still shooting bullets sometimes
  • adjusted room patterns

Feel free to join the discord server for future bug reports.

Mask Around is OUT NOW!

special art I've drawn to celebrate release

Hello!!! I think today calls for several exclamation marks, because... Well, because it's release day: Mask Around just released! If you do get the game, it would help me tremendously if you left a review. Early reviews are by far the biggest boost a freshly released Steam game can get.

My work on Mask Around isn't done yet: I still need to release the android version, and I will offer support for bug fixes or game improvements if necessary. I will also keep doing efforts to promote the game during the following weeks. I definitely have ideas for new content as well, but It's a bit too soon to think about that...

[h2]Throwing Numbers At You[/h2]

There can be a lot of numbers in Mask Around. Now, they're invading the devlog!

I think it's a bit early to do a full post-mortem of the project, but I still wanted to take a step back in this devlog. Let's start with numbers!

  • 609 github commits
  • first commit was on Monday, 29th July 2023
  • That was 465 days ago, or 1 year, 3 months and 17 days
  • Worked on the nights/weekend up until july, then basically full time
  • 619 Steam wishlists
  • 239 demo downloads

[h2]On Giving Credits[/h2]

In the past, I've used the term "solo dev" to present myself in the context of video game creation. Today, I'm not really comfortable using the term anymore. Here, I want to give you a brief overview of **who really made Mask Around**. Before I do that, I want to bring up my parents, and my socioeconomic context. I was born in an upper-middle class family, both my parents were teachers, and they gave me the education needed to strive in school, which gave me the time and tools to learn how to make games in the first place. I want to thank them here, and acknowledge the privilege and luck it represents. I wish everybody could create like I had the chance to, and there's still a lot of work to be made towards that goal.

existing in a context

Now, about Mask Around specifically. Many people helped me. I need to start with my old friends (they're not old, but our friendship is): PeKaNo and meliméa, who composed the music for the game. They listened to my intentions and feedback, and put a part of themselves in the universe I had envisioned. I want to thank them here, as they had a lot of impact on the feel of the game.

Localization was another aspect of the game where I got help from two other important people. I knew Mask Up, as a free android game, had some players from Turkey and Russia, so both of these languages were interesting to support. My friend Heretic Burger, who had already translated Mask Up in Turkish, accepted to do it again for Mask Around, and my also very good friend sdjibe accepted to handle Russian localization. This took hours of work, since Mask Around has more than 1000 words. I'm really grateful for their work, and want to thank them here. I also need to mention two members of my discord server who proofread and added notes to the translations: Brogolem35 for Turkish and Kringe Master for Russian (discord has been recently banned from both Russia and Turkiye, so I hope this devlog gets to them eventually). All these efforts should allow more people to enjoy the game.

Then, there's everyone who supported me during the development by testing the game and giving me feedback. Among the more active testers and advisors were my friends Paul, ShovelBear and pandametal. They definitely guided me well on some decisions, and the game wouldn't be the same without their input and encouragement.
I want to finish this round of thanks with my sisters, who helped me setting up my booth at Sorbonne Play Festival and for their lasting support. There's also a lot of other people, including all the testers, that I couldn't list all here: you can check the in-game credits for the full list. Thank you, everyone!!

[h2]On Embracing Collectiveness[/h2]

debug screenshot from All That Glitters, a narrative fishing sim I've been working on with a team

I want to get back to the "solo dev" concept, as I believe its criticism deserves a bit more depth. At the risk of doing cheap leftist politics, I'll say that the solo dev narrative is especially appealing in the context of the rising liberalism around us: every individual must prove itself and prove its value. We're being individualized in many aspects of our lives: everything is becoming an open free market in which everyone needs to compete, under the false pretense of fairness. I believe it has many negative consequences: rising loneliness, communities dissolving, failure to address systemic issues or even social policies being reduced (like the french unemployment benefits, which allowed me to create Mask Around as well as many other games, that is tuned down every couple of years by the government).

I believe the only way out of this is collective, rather than a solo buzz. Which is why I want to be part of more collective projects in the future. My first step in this direction is teaming up with some friend to create a game together. We're actually in the finishing phase of All That Glitters, a french narrative fishing game that you can wishlist right now.

[h2]On Finding The Meaning Of Life[/h2]

Photo I took a few years ago, that I used in my "random objects I've put in my game" video series

I've actually been thinking about this a lot recently, and I think I overthinked so hard that I found the meaning of life. They are actually two: artistic creation and having a valued role in a community. Mask Around provided the first one for me for many months. I held onto this sense very tight. I knew that this project gave me purpose, albeit temporarily. I've talked with many peers and friends my age, that feel a bit lost in life, that do not find a lot of meaning in their jobs or in their life. I don't know what next year will be made of for now... But whatever happens, I will try to make creation a fair place in my life.

But enough thinking about the future and the past. Tonight, I'll celebrate with my friends who helped me make this game.

Thank you for reading, thank you for supporting,

Buy Mask Around, follow me in other places, subscribe to my newsletter to stay in touch with me,
and see you around

Rouli