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Super Gear Quest News

Update (v1.4.9)

Hi everyone!

Another patch, this time with probably even more fixes than the last one. A ton of stuff was fixed for this one.
Also though, some minor stuff elsewhere and some small steps towards new content was made, too. There's nothing big quite yet, but there's a few new things you can see in the post-game if you've made it there. Enjoy!

[h2]Patch Notes[/h2]
[h3]New Stuff[/h3]
  • Added some new tiles to post-game, updated some existing tiles, and added some new doors (you can't enter them just yet, though)

[h3]Changes & Improvements[/h3]
  • Updated the "True Final Boss #2" music a little bit

[h3]Bug Fixes[/h3]
  • Fixed a bug where the teleporter in the Factorium was missing
  • Fixed a layering issue in the Mokula Lab scene, which caused some text when interacting with a bed to not be visible
  • Fixed a bug where grabbing a rope/pole while airdashing caused some minor bugs
  • Fixed a visual error where Starter would still look "different" during a late-game cutscene until the cutscene ended
  • Fixed the "Press Any Button" screen on the main menu sometimes not responding to controllers properly
  • Fixed the page buttons in the Costume Shop not working properly when 8+ items were for sale at once. Basically it wouldn't move between pages properly, but it should do that now
  • Fixed a bug where you could press the pause button to unpause the game and keep playing while having the button remap menu open
  • Fixed a bug where the music during a certain boss in Greendome would bug out if you paused at the start of the fight
  • Fixed a minor bug where an item you lose in a cutscene in Deep Factorium wouldn't disappear until you enter another level or reload the level. Also fixed a missing effect when a character leaves during said cutscene
  • Fixed a bug where Starter would be holding the wrong version of a specific weapon after a late-game cutscene
  • Fixed a spot in Swamplands where you could see out of bounds
  • Fixed a very specific bug where if you jumped and entered a cutscene within 0.1 seconds (or 3 frames) after jumping, Starter would be stuck in an aerial state during the cutscene
  • Fixed some spots in the Haunted Chateau and Sky Facility that didn't load in correctly if the player respawned there
  • Fixed a specific room in Haunted Chateau where you weren't supposed to be able to walk back in immediately, and fixed some visual bugs with it
  • Fixed a minor bug where Avatar Duo's location would be wrong after a late-game cutscene
  • Fixed some minor visual map bugs in Swamplands


- Felix

Update (v1.4.8)

Hi everyone!

This patch is mostly just a bunch of fixes, as some issues were reported. Hope you like it anyway!

[h2]Patch Notes[/h2]
[h3]Bug Fixes[/h3]
  • Fixed a bug where the teleporter in the Factorium was missing
  • Fixed a layering issue in the Mokula Lab scene, which caused some text when interacting with a bed to not be visible
  • Fixed a bug where grabbing a rope/pole while airdashing caused some minor bugs
  • Fixed a visual error where Starter would still look "different" during a late-game cutscene until the cutscene ended
  • Fixed a minor issue where you could use Starter's core while carrying a big object
  • Fixed some minor map issues in Blue Corridor
  • Fixed a lighting error with Pauline's projectiles
  • Fixed multiple typos
  • Fixed a bug with strafing in a specific cutscene


- Felix

Update (v1.4.7)

Hi everyone!

First update in a little while. Fixes a bunch of things, adds a little bit of new content, and improves on quite a few things. While there isn't too much new content just yet, a bunch of these changes should hopefully still feel good.

I'm currently trying to develop my next game as well (Solarblade), so I'll try to release some patches for Super Gear Quest occasionally. More stuff is planned, and thank you for your patience!
Also, if you're interested in following the development of Solarblade, see what I do with Super Gear Quest earlier than you would here, and all the other things I do, you can feel free to come visit us on Discord!

Anyways with that all out of the way, I hope you enjoy this update for now. Patch notes below!

[h2]Patch Notes[/h2]
[h3]New Stuff[/h3]
  • Added a new late-game item; the Item Finder! It lets you find secrets easier, by telling you if there is something in the current area you're in... If you can find the Item Finder first.
  • Added a new post-game item (for now it doesn't do anything, but it might tie into something in the future)
  • Added a screenshake sensitivity option. So if you don't like screenshake, you can lower it (and setting this to 0 means no screenshake at all, so you can disable it too)
  • Added some characters to post-game who weren't there before (which includes some new dialogue with them, of course)
  • Added some new scenery and objects to Mt. Mokula, Mokula Base, and the Mokula Lab. Makes them a lot less empty than before


[h3]Changes & Improvements[/h3]
  • Starter's Core has been redesigned and changed a bit. The old one didn't fit very well with a Kewtian or what Starter is, so the new one should fit much better
  • Related to the above, Starter's new core will also change color during a specific part of the game
  • Pi and Halt now have some extra animations and poses, which they use at some points during the game
  • Resprited an NPC in the Haunted Chateau
  • Improved the sprite for the teleporters
  • Improved some sprites and tiles
  • NPCs with random dialogue now avoid their previous two dialogues when possible. Should make it quicker and easier to see everything they have to say, since they wont repeat dialogue as much


[h3]Bug Fixes[/h3]
  • Fixed some bugs with the Ancient Weapon boss fight
  • Fixed a respawn bug in Sky Facility Underside
  • Fixed a minor typo in Mt Mokula
  • Fixed a fairly major bug in the true final boss fight
  • Fixed a bug where 3 costumes were only buyable on save file 1
  • Fixed a pretty big oversight on the shops, specifically when you tried buying something you couldn't afford. It caused multiple very buggy interactions that could cause stuff like softlocks
  • Fixed a minor visual thing where some post-game NPCs wouldn't receive lighting


- Felix

Super Gear Quest Anniversary!

Hi everyone!

Super Gear Quest is now 1 year old. It feels like the game released just a few months ago, but it's been a whole year already... So time flies.

I wanted to release an anniversary update for the game, but it's not quite ready yet. It will add Boss Rush among other things, which I've posted about over in our Discord and on Twitter. I want to take my time with it to make Boss Rush more complete on release and try to maybe pack in some other stuff as well, so releasing it today wouldn't feel right. I hope you guys don't mind.

Either way, this update will be a little late, but it will come sooner or later. For now, happy anniversary!

- Felix

Hotfix (v1.4.6)

Hi everyone!

This is just a quick hotfix, as the previous patch had some bugs. Patch notes below:

[h2]Patch Notes[/h2]
[h3]Bug Fixes[/h3]
  • Fixed a bug where the pause menu would be activated on every scene load (oops)
  • Fixed a specific item in Urudia not reappearing in new playthroughs if you delete a save file and restart


- Felix