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20251009 Quick Patch

[p]Hi Everyone. Here's another quick patch to keep the Demo build inline with the upcoming Release build.[/p][p]Most changes are to the release, but a few things do affect the Demo build.[/p][p][/p][p]UI[/p]
  • [p]Fixed button icons to be correct for the current controller. This accidentally broke from the recent Unity Vulnerability Patch.[/p]
  • [p]Lexicon pages for Missile and Bomb upgrades now also explain they open certain doors.[/p]
  • [p]Fixed UI Sound effect triggering when you press directional inputs during the Item Get popup screen.[/p]
  • [p]Fixed bug related to the screenshots in Save Files that was causing issues with playing a cloud saved game. If you've had issues with playing save files from a cloud save, please go back to the original machine, re-save the game, and then try the cloud save again. It should work correctly now.[/p]
[p]Gameplay[/p]
  • [p]Fixed a minor silent crash due to the timed blocks system trying to update after the scene reloads. This would have been a hard to spot error, but the results would be something like certain things not working after you reloaded from the boss fight.[/p]
  • [p]When shooting a door with a weapon that can't open it, the projectile now bounces off the door with a clear "ding" sound. This is purely visual and doesn't change any gameplay. But it felt necessary as an extra confirmation of "hey, that bullet doesn't work here".[/p]
[p]Misc[/p]
  • [p]Removed the Linux native build. This has been very hard to troubleshoot, as I don't have access to an Linux computer. But also, Windows build via Proton seems to "just work" pretty good.[/p]

20251004 Patch

[p]Hi Everyone. This patch is mostly about Unity's recent vulnerability exploit that was recommended to quickly patch. Along with that, there's a few other small changes from the full game that are also in the Demo.[/p][p][/p]
  • [p]Updated Project Editor to address a Unity Vulnerability exploit.[/p]
  • [p]Added short version of "Item Get" fanfare, which is used for the "common" upgrades (missiles, health, bombs).[/p]
  • [p]Added sound effect to Lava Fireballs.[/p]
  • [p]Added sound effect to Spaaht enemy when it spits.[/p]
  • [p]Added missing hit/death sound effects to enemies that were missing them.[/p]
  • [p]Added Cinematic Bars to Parrotto boss' pre and mid fight sequences.[/p]

20250924 Patch

[p]Hi everyone. This update mostly brings the Demo build up to parity with the Full Game build. Here are the changes:[/p][p][/p][h3]Gameplay[/h3]
  • [p]Fixed case where the player could get stuck inside the breakable ice blocks.[/p]
  • [p]Changed the 4 crumple block dash challenge (in the green room just outside Ice area entrance), to be 3 blocks instead. This challenge was designed quite a while ago, and well before I knew what the final game would have as challenges. It turns out, that there's nothing in the final game that is as hard as the 4 crumple block challenge. At least, nothing mandatory.[/p]
  • [p]Fixed enemies flickering when an enemy projectile passes through them. This doesn't happen too often in Demo (maybe not at all), but can happen sometimes in the Full Game.[/p]
  • [p]Fixed save files to now also save the state of killed enemies in the room. This fixes the issue of loading a game and having to deal with a full room of enemies, when you had killed them before saving the game.[/p]
[h3]UI[/h3]
  • [p]The main menu's planet (Micronus) is now a spinning 3D sphere, including a cloud layer that sits above the surface and moves independently.[/p]
  • [p]Added the Lexicon screen. This will auto play in Main Menu after leaving it untouched for a while. It's also accessible from the Pause Menu. The Full Game version contains more entries in the Lexicon.[/p]
  • [p]Added the Accessibility Menu, inside Settings Menu. Includes options for fire rate and respawn at boss. The Hints setting is now moved here.[/p]
  • [p]Fixed Virtual Keyboard (when naming Save Files) to be correct width. No functional change, just visual correction.[/p]
  • [p]Video Settings - Retro Effect now shows when it's on/off.[/p]
  • [p]Fixed issue where Video Settings - Scanlines could be incorrect when first opening Video Settings screen.[/p]
  • [p]Added a Controller Disconnect screen, as recommended by Steam.[/p]
[h3]Misc.[/h3]
  • [p]Steam Cloud Save supported.[/p]
  • [p]Boss death VFX now uses triangles instead of squares.[/p]
  • [p]Fixed Sound FX volume to correctly use the pre-saved level set when starting a new game.[/p]
  • [p]Fixed missing transparent player display when moving behind some hidden paths.[/p]

20250804 Patch

[p]Hi everyone. This will likely be the final patch before the full release, as the main game is now ready and getting beta tested![/p][p][/p][h3]Gameplay[/h3][p]- Fixed seeking projectiles to no longer fire while game is paused.[/p][h3]Audio[/h3][p]- Added new original Boss Theme music.[/p][p]- Lowered volume of ItemGet fanfare, so it closer matches music volume levels.[/p][h3]UI[/h3][p]- Created Video settings sub-menu, moved Fullscreen and Retro Effect to it, and added new Scanlines option to control scanlines thickness.[/p][p]- Fixed Keyboard Composite Input Binding (the Move inputs) to work. This was accidentally broken in an earlier patch. Apologies for not noticing till recently![/p][p]- Added Back tooltip to Settings Screen (now consistent with Video and Audio Settings pages).[/p][p]- Fixed an issue where some hints were not dismissed when you pressed the appropriate input.[/p][p]- Fixed HintPopup height so when its bottom aligned, it is correctly visible instead of cut off at the bottom of screen.[/p][p]- Set the default Music and Sound Effects volume to be 50%.[/p][p]- Changed Copyright year in Main Menu to 2025[/p]

20250613 Patch

[p]Hi everyone. With Frosty Games Fest now done (hello to our new friends!), it's time for another update. This patch ended up doing more than I thought it would. Most of these are from finalising the main game's world and features. Which btw, is getting very close to releasing![/p][p][/p][h3]Gameplay[/h3][p]- Feature: Map Screen now matches its colors to the terrain's colors (instead of generic grey).[/p][p]- When recharging health at a station, after a few seconds the recharge rate will increase in speed. So total recharge time is now much faster when you have lots of health pips and missiles. This speed increase does not apply for bombs, as there's so few of them.[/p][p]- When shooting a secret block, there's now a short sound effect to go with the reveal of the weakness hint.[/p][p]- When a bomb detonates, there's now a short screen shake effect.[/p][p]- The tunnel enemies will now auto kill themselves if they find themselves stuck for some reason. This mostly effects the main game, where there were some paths that was hard blocked if they got stuck inside a tunnel.[/p][p]- When you do a moonwalk, there's now sparks. There is no gameplay effect, just a small visual nod to acknowledge the existence of the moonwalk tech ;). I wonder if there will ever be a practical use for it...[/p][h3]UI[/h3][p]- Fixed the navigation between Cancel and Accept buttons in the Virtual Keyboard screen to be neighbours.[/p][p]- Fixed Virtual Keyboard layout: S and T were swapped by mistake.[/p][h3]BUGS[/h3][p]- BUG FIX: The DEL button on the Save File screen would run every frame.[/p][p]- BUG FIX: The Map Hint that appears after some time or after fast travel can remain on screen even after the button was pressed.[/p][p]- BUG FIX: Can't Ball-Dash in lowest grass terrain. This was due to counting that tile as terrain instead of as non-colliding tile.[/p][p]- Bug FIX: Ball-Dash couldn't dash through pick ups. This is now possible, though note that since it's technically a short-ranged teleport, you don't grab the picks when dashing through them.[/p][p]- Bug FIX: Potential silent crash when exiting to menu and playing the game again. This was related to a system from the full game that isn't really used in the Demo (though it's possible to trigger).[/p]