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Microvania News

Microvania is out now!

[h3]Attention MicroKnights![/h3][p]Microvania is now out and ready to play for PC and Mac.[/p][p]Here's a quick reminder of the new features that's been aded since the Demo build:[/p]
  • [p]A bigger world[/p]
  • [p]More enemies and bosses[/p]
  • [p]Microcards and Microcells[/p]
  • [p]Full Lexicon[/p]
  • [p]Achievements[/p]
[p]Check this news post for details on the above.[/p][p]Here's a few more additions that just made it recently:[/p]
  • [p]New Auto Save options, which can be set before the game starts and also from Accessibility settings.[/p]
  • [p]The Hint Frequency is now also shown before starting a new game, and also from Accessibility settings.[/p]
  • [p]Can now exit game from Boss fights (it will take your last save, which is the room just outside the boss room).[/p]
  • [p]Lexicon is largely hidden by default, and will reveal each entry when you see it or obtain it.[/p]
  • [p]Windowed Mode can now be resized, including a pixel perfect x1 size if you dare to try the game in its fantasy console accurate resolution.[/p]
[p]I hope you enjoy the game. I've still got a few updates planned, so this won't be the last you hear from me :). See you all soon![/p][p][/p][p][/p][p][/p]

20251021 Patch

[p]Hi Everyone,[/p][p]Another day closer to launch, and another patch with some updates :).[/p]
  • [p]After creating a save file and before starting the game, you will now be presented with a "Set Hint Frequency" screen. Here, you can see the 3 options (Always, Once, Never), and a short description of what each one means. Many players have found the repeated Map hints to be annoying, but weren't aware that they could just change the Hint Frequency to Once or Never to remove that. Hopefully, this makes that a bit clearer.[/p]
  • [p]Missiles and Bombs will now stop giving hints after a certain number have been obtained. This is for the Always Hint Frequency. This was done, as there was still a valid reason to want Always for other things, but not for these two most common items.[/p]
  • [p]Added some non-gameplay visual details to various enemies. There's no gameplay effect here, but it does add some character to some of the creatures in the game.[/p]
  • [p]Fixed crash when grabbing the final pickup in Demo level (sorry!).[/p]
  • [p]Red Doors now change to White once unlocked. Being Yellow was a little confusing, as some players wondered why these doors auto opened, but other Yellow ones don't. Now, it's just white doors that auto open (or you can still shoot them too).[/p]
  • [p]Fixed a soft lock bug, where exiting Settings Menu in the Title scene would not show the Main Menu buttons.[/p]
[p][/p]

20251020 Patch

[p]Hi Everyone,[/p][p][/p][p]Another quick patch while lots of fixes and changes make it into the main release build (and also do the demo build). Changes below:[/p][h4]Gameplay[/h4]
  • [p]Fixed an issue where the playercould get stuck between a tunnel and the level geometry, causing a soft lock as the player cannot move nor transform to get out.[/p]
  • [p]When the game auto-saves, you now see a "Game Saved" alert on screen to indicate this happens. This is just before the boss fight, so it only affects the entrance to the boss fight in the Demo (though, in the full game, there are more places this can trigger).[/p]
  • [p]While in a boss fight, you can now Pause and Exit the game. Now that it's clear an auto-save happened just before entering, the confirmation screen now shows when the last save happened.[/p]
  • [p]Fixed seeing the Map hint during a boss fight.[/p]
[h4]Audio[/h4]
  • [p]Fixed Sound FX volume not using the saved levels during Main Menu.[/p]
  • [p]Removed the high pitched click at the end of the UI Move sound effect.[/p]
[h4]Lexicon[/h4]
  • [p]Lexicon entries are now hidden by default, and will be revealed when you either see the enemy/boss, or obtain the item/pickup/upgrade. This does mean the auto appearing version from Main Menu can have lots of "????" entries. But it's overall a better player experience to discover these during play, and also adds some mystery (especially in the full game, where there's many more entries in the Lexicon). [/p]
  • [p]Lexicon screen now shows the current "tab" and also the previous and next tab on top, to help clearer indicate how you're navigating through the lists.[/p]
  • [p]Added a count to the top right of Lexicon screen, which shows how many you've unlocked for the current category. This should help easier track whether any Lexicon entires are missing.[/p]

20251016 Quick Patch

[p]Hi Everyone,[/p][p][/p][p]As release date gets closer, I've added a few things that also affect the Demo build:[/p][h3]Video[/h3][p]- Windowed Mode (not Fullscreen) can now be resized. If you somehow have a screen that allows you see lower resolutions clearly (ie, the pixels are still visible to your eyes), then this might give you a more "authentic" experience - as in, this is what the game could have felt like on a fantasy handheld console from the '90s. NOTE: if using one of the lower resolutions, it may look better by adjusting the Retro Filter (either Off, or use Coarse mode).[/p][p]- Hopefully fixed any issues with ultra-wide or portrait mode displays. If you still have issues, please let me know.[/p][h3]UI[/h3][p]- Added Credits Screen, which includes some special thanks.[/p]

Microvania is releasing on October 23rd 2025

[h3]Attention all MicroKnights![/h3][p]We're in the final stretch - Microvania will be released on October 23rd 2025 (24th for Eastern Hemisphere folks). That's in just two weeks![/p][p]Testing has been going well (a big thank you to all the testers!), bugs are getting squashed, almost everything is getting a polish pass, and many Quality of Life features are being added (you may have seen some of them in the Demo too!).[/p][p]Along with more items and more secret passages, here's a few things to look forward to coming in the full game:[/p]
  • [p]A bigger world. The full game has over double the number of rooms than the Demo and is completely new and redone (ie, the Demo and Full game are basically two separate "worlds", not physically connected).[/p]
  • [p]More enemies and bosses. As well as more enemies, there are also 4½ bosses in the full game, all of whom are completely new and not featured in the Demo. Each boss (except the final one) is tied to a specific upgrade, and you'll need to use that upgrade in order to defeat the boss.[/p]
  • [p]Microcards and Microcells. Microcards will allow you to customise your play style. None are required to complete the game, unless you're going for a 100% run. There are many options to choose from, from traversal upgrades like faster speed and double jumps, to utility functions like guaranteeing health drops or detecting hidden items. They require Microcells to power, so keep an eye out for the battery looking items throughout the game.[/p]
  • [p]Full Lexicon. You may have noticed the Lexicon in the Demo, in the full game this is complete and fully accessible right from the start. Just open it via the Pause Menu, or you can wait a minute on the Main Menu for it to automatically appear and cycle through pages.[/p]
  • [p]Achievements. There's a bunch of achievements, all varying in difficulty. Some of the achievement names might even give hints on what's possible in the game. Can you unlock them all?[/p]
  • [p]Speedrunning. There's one achievement I'd like to highlight, which is the Speedrunner Achievement. This one took a lot of tweaking to feel right, but I think it's at a good spot that should be possible for nearly all players. The key is figuring out which upgrades you want to take into the final battle, and then devising a suitable route for your run.[/p]
[p]So save the date, spread the word and I'll see you all on release day![/p]