1. Microvania
  2. News

Microvania News

Patch v1.0.3490

Greetings MicroKnights!
[p]Yesterday's release saw the game get into the hands of many people. So many, that of course some bugs we never found earlier were found this time ;). Here's a fix to some major ones, including a few others:[/p][h3]New Boss Room Enter Cinematic[/h3][p]When you enter a boss room, we now play a short cinematic where the player character walks in a little as the doors lock behind them. The player will turn to look, and may react to the event as well, before the cinematic ends and control is given back to you.[/p][h3]Fixes[/h3]
  • [p]FIXED: MechaScorpion can no longer push you to outside the room above. I was tempted to allow this when it was discovered yesterday, but it turned out to be much more work (and risky!) to allow it, rather than just preventing it from happening.[/p]
  • [p]FIXED: silent crash when respawning from boss, related to musical blocks. This may not have affected anyone (the game would still run), but it was still worth me fixing in case.[/p]
  • [p]FIXED: all Ice Rooms now have the correct music theme playing.[/p]
  • [p]FIXED: Parrotto boss from being hittable while in its mid-fight cinematic. This prevents a soft lock where you could kill him while he's trying to start his second phase. NOTE: Parrotto is only in the Demo level.[/p]
  • [p]FIXED: Lava pattern on large lava pools to always display. If you have seen plain solid-colored lava pools, this should fix that.[/p]
[p]You'll notice I'm labelling these posts with the version number from now on, instead of the date. With the release of v1.0, the version number can now be seen in the Settings Menu on the bottom right of the screen. This is a good way for you to verify you've definitely got the latest version.[/p]

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]