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Super Gear Quest News

Update (v1.3.0)

Hi everyone!

SGQ v1.3.0 is finally out. This is a bigger update as it offers a lot of new polish, some new content, a few overhauls, and a complete resprite of Starter (and a few other characters). I still plan to do more with this game in the future, but for now this should be a pretty big upgrade. Patch notes below!

[h2]Patch Notes[/h2]
[h3]New Stuff[/h3]
  • Starter has been completely resprited with a bigger, more accurate sprite. Also includes smoother animations. Affects gameplay in minor ways such as where projectiles are shot from, but otherwise doesn't change the player's collision or hitboxes
  • Just like Starter, Pauline and Halt have received similar new sprites, making them more accurate to their designs and giving them smoother animations
  • Added a small new section to Grassfields and The Undergrowth, which functions as a shortcut and a second path between the two areas
  • Added another shortcut inside the Haunted Chateau, allowing you to access the boss room from both directions after you've visited it once

[h3]Changes & Improvements[/h3]
  • Improved ground detection and slope physics somewhat
  • Visually improved the projectiles for the Flare Bomb weapon
  • Burst Bubble should now follow gravity correctly during falling/low gravity boss fights
  • You can now try to enter The Undergrowth early, but you can't get inside without the vertical Airdash upgrade. This should be more natural to the progression of the game (unlike before, where two NPCs arbitrarily blocked off the area instead)
  • Made the boss room during the 1st Komo boss fight slightly wider
  • The Red Reaper enemies now glow during their idle animation as well, and the glow has been made stronger overall. This should hopefully make them stand out more visually
  • The arrow above Starter that indicates interactive objects is no longer visible when the player is locked from interacting with anything (ex: during certain boss fights)
  • Changed the Water Well Passage map slightly, so Pauline gets less stuck on certain spots
  • The bridge in front of the Haunted Chateau now updates properly with the map
  • The volume of the BGS intro when launching the game should now properly follow your volume settings
  • The item get jingle has been slightly changed and is somewhat lower in volume
  • The sfx volume on the Aircraft during some cutscenes has been lowered slightly
  • Admo in Starter's Core now has more dialogue on general, and his dialogue updates properly with story progression
  • The Quit and Resume options in the pause menu are now actual buttons. This also means they can both be used on controllers and won't require a keyboard

[h3]Bug Fixes[/h3]
  • Due to the improved ground detection and slope physics, certain bugs and weird behaviors should be mostly fixed (ex: not being able to crouch on certain slopes, not always being able to jump when going up a slope, etc)
  • Fixed a bug with a specific enemy projectile in later areas of the game that would fail to fire sometimes
  • Fixed a bug in Deep Factorium where enemies and other obejcts weren't properly set up between the two sections, sometimes causing things to appear/disappear when they weren't supposed to
  • Fixed a glitch where you could get a 16th Energy Tank, but it wouldn't increase your battery any further. Now you should be able to reach 32 battery by getting every Energy Tank in the game


- Felix

Update (v1.2.9)

Hi everyone!

Been a while since the previous update, but here's SGQ v1.2.9. Not too much in this update, but it fixes a few things and improves others. I plan to make more adjustments in the future.

[h2]Patch Notes[/h2]
[h3]Changes & Improvements[/h3]
  • The Dark Jungle now has a save point before the boss
  • The Oreen boss fight should now be less random and has a set pattern
  • The Brutal Bloodsquid boss fight should now be less random and has a set pattern

[h3]Bug Fixes[/h3]
  • Fixed a glitch where the Brutal difficulty death counter wouldn't count if you fell out of the map (in Sky Facility for example)
  • Fixed a bug where the projectiles from the Clieling enemies in Sky Facility wouldn't work correctly
  • Fixed an animation error with the Tanregan Gold skin
  • Fixed a bug with the Soul of The Jungle boss (hopefully)


- Felix

Update (v1.2.8)

Hi everyone!

I've released SGQ v1.2.8. This patch is pretty small and just fixes some bugs, mostly.

[h2]Patch Notes[/h2]
[h3]Bug Fixes[/h3]
  • Fixed a few missing values that weren't wiped correctly after restarting your save file
  • Fixed a bug where the Memory Card item would always save to save file 1. Now it should save to the save file you're playing on correctly
  • Fixed a layering bug in Impact Crater


- Felix

Update (v1.2.7)

Hi everyone!

I've released version 1.2.7. More fixes and improvements this time, but also some new content which finally adds some more stuff to the post-game. It adds the first of the post-game "X" bosses, which are much harder versions of the normal bosses you encountered earlier in the game. I'll be adding more of these gradually over time, so for now there's just a few.
The X bosses can only be fought after beating the game and returning to the area where you encountered them before, and beating them will give you extra achievements and other rewards. So for those who want some extra content after the story or some more hard bosses for the challenge, I think you'll like the X bosses. Full changelog below!

[h2]Patch Notes[/h2]
[h3]New Stuff[/h3]
  • Added the Mega Slime X boss (post-game version of Mega Slime)
  • Added the Brutal Bloodsquid X boss (post-game version of Brutal Bloodsquid)


[h3]Changes & Improvements[/h3]
  • The explosions from the Flare Bomb and Burst Bubble weapons will now block enemy projectiles less, as the hitbox now deactivates faster
  • The Mega Slime boss now has an attack sound effect, and the slime ball projectiles have improved sprites. Defeating the boss now also gives you 50$
  • The Brutal Bloodsquid boss now has a completely new sprite, improved animations, and defeating the boss also gives you 150$. It's also a little faster on Hard/Brutal difficulties, a tiny bit faster on all difficulties, and the boss room now has proper walls rather than invisible ones
  • Several other bosses now give money rewards
  • Raised a few costume prices in the costume shop (mostly due to the new money rewards from bosses etc)
  • AC-K2 in the Water Well will now ask for 50$ instead of 100$, but the secret chest also now gives 100$ rather than 50$ (due to the new money rewards)


[h3]Bug Fixes[/h3]
  • Fixed a bug where you couldn't airdash up more than once during falling/floating boss fights. Now you should keep your airdash and be able to use it during those boss fights for mobility as intended
  • Fixed a bug where the two Haunted Chateau costumes were placed in eachothers spots in the costume shop


- Felix

Update (v1.2.6)

Hi everyone!

I've released version 1.2.6. This one mostly fixes a bunch of stuff, but there's some new additions that should be nice as well. Changelog below.

[h2]Patch Notes[/h2]
[h3]New Stuff[/h3]
  • Added a teleporter to Urudia in the Warp Room, letting you get to Urudia much faster after you've completed that part of the story (you no longer have to walk through Crystal Steppe etc)
  • Added a shortcut that goes through the Greendome, allowing you to go through it faster and also access the rest of it from the Greendome teleporter (aka no walking through Undergrowth just to explore Greendome anymore)


[h3]Changes & Improvements[/h3]
  • Avatar Duo's spin attack will now pull in items
  • The Red Reaper enemies are now vulnerable for a little longer after attacking, and they will no longer attack you if you're too far above or below them. After teleporting behind you they will also attack slightly slower than before, and they now have a sound effect when teleporting to help you react quicker to them
  • Moved some enemies around in the Haunted Chateau
  • Replaced a permanently locked door in the Swamplands with an uninteractible one to avoid confusion


[h3]Bug Fixes[/h3]
  • Fixed a rare-ish bug where enemy projectiles could pass through collisions when off-screen and reappear on-screen, allowing them to occasionally "pass through" walls, floor, etc
  • Fixed some bugged respawn positions in the Haunted Chateau, and fixed a spot where you could softlock yourself with a moveable wall
  • By adding the Urudia teleporter, a potential softlock has been fixed


- Felix