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Pogostuck: Rage With Your Friends News

Happy Second Anniversary, Patch 22

Two years ago Pogostuck: Rage With Your Friends released on Steam, so today marks the day of its second anniversary! My heartfelt thanks to everyone who has played the game! ːwinter2019happybulbː



To celebrate both map 1 and map 2 now feature some more or less subtle birthday decoration for one week. Let's have a look at what else has changed in the most recent and the previous two patches:

The Sleepy Hat had been temporarily replaced with a red Santa Hat over the festive season. As some people enjoyed differently colored hats I've implemented an item color system, allowing players to choose their own hat colors. This only works for the Sleepy Hat for now but might be expanded to other items in the future. Additionally, you can now set the background color in the video options menu if you prefer to play with background rendering switched off:



The replay interface (which can be found by selecting a replay from the leaderboard while playing map 1 or map 2) has been reworked and improved. It now features the ability to easily toggle between multiple replays and to even manipulate them in sync:



The matchmaking usually only looks for lobbies halfway around the globe. In some scenarios this could lead to players from certain regions to only be able to play with a handful of other players unless they manually joined lobbies. To combat this a so called Lobby distance filter (to be found in the in-game Friends menu) has been introduced where players can choose between standard and now world-wide searches. The downside of being matched with players from all around the globe is potentially fluctuating ping or even packet loss, leading to other players seemingly teleporting around the map.


For multiple weeks before the release of map 2 I was trying to add an object or a mechanic at 650m+ and onward that prevented many of the deep falls (in particular those from 800m down to 550m or 450m even). The issue was that all of those conflicted with the general gameplay and intended route going up in that section. At launch a big but invisible jellyfish from the loot mode was in the map still, stemming from my last attempt of trying to prevent said falls.
With patch 20 I finally added a helping wind similar to that in map 1 next to the moais:



This wind slightly guides you onto the pillar below falling down, possibly allowing for a recovery jump. It's very well possible still to fall in the gap between. Please note from my previous paragraph that this has always been the intended design of that area, I just didn't know how to implement it gracefully.

Also, the movement of the ladybugs in the early slopes area of map 2 has been adjusted so they no longer block the view on the player and the pogo stick. This was unwanted behavior because of its random nature, in stark contrast to the static clover leaves in the same area that might block your view as well.


The updates furthermore include general bug fixes, including a mean bug where one or two bytes behind long menu text strings could be overwritten in some cases. This might have randomly led to erroneous behavior and crashes in the past, so general stability should be improved now.
A more robust save system has been introduced that prevents the rare loss of progress or a false change in game modes when the mode framework is changed internally.


Thank you for reading, have fun and see you at the top!

Patch 16 - Map 2 Upside-Down Mode, Wardrobe Setups

Patch 16 just went live. It includes a new game mode for Map 2, the Upside-Down mode:



That ominous portal only appears once you've completed map 2 at least once. Hop into it and your world will turn upside down, meanwhile teleporting you to the end of the level. If you manage to climb back to the bed at the start of map 2 you will be awarded a new option in the wardrobe menu, the ability to turn your head upside down:



Be warned though, this mode is extremely difficult and suited for experts only!


Additionally, the update adds Save and Load Setup options to the wardrobe menu, allowing you to store 5 of your favorite character customization setups.


As always, have fun and good luck!

Patch 14 - New Ice Mode, Tech Improvements

Patch 14 just went live. It includes a new game mode for Map 1, the Ice mode:



In that one, as you might have guessed already, 99% of all surfaces are slippery. A true challenge for everyone who has beaten Map 1 previously! You can however play the Map 1 extra modes now as well even if you've never reached the finish line (they appear once you reach experience level 10, or if you type POGO in the main menu).



Activating the ice mode switches the level's theme to a snowy landscape until you reload the level. This means you can play regular modes (i.e. without surfaces being slippery) in that winter landscape if you so desire.

Beating the ice mode unlocks a special ability to show off, you freeze when you press pause. This does not count as an unlockable item and it does not contribute to Pogo Mastery.




The update includes some other tech improvements:

For as long as the game existed there has been an issue with the movement code where you could get stuck and potentially even glitch into geometry slightly while turning around acute angles/ objects (such as for example a pointy branch). This may be fixed now, or at least should barely ever happen anymore. Not being able to rotate when you're right next to a wall or some other geometry is not a bug.

Because of performance problems on multiple machines the ice and flower particles on Map 1 have been replaced by single GPU animated objects each which try to emulate the old behavior. You can always go back to the old style by selecting the corresponding option in the Video options menu.

Fixed/ circumvented an engine related issue that could cut down performance drastically when you had a Steam Input device plugged in (such as a Switch Pro Controller or a PS4 gamepad, unless you specifically told Steam to not recognize those).

General code related performance improvements on Map 1.


Have fun and see you around! ☃️

Map 2: The Monolith Of Perseverance - Extra modes now live!

A new version v4 - Patch 6 just went live.
It includes three new extra modes outlined in the previous post.



The first of them is the Double Jump (+1) mode. In that mode you receive a charge after every valid pogo stick wall contact. Fire it mid-air by pressing the Action button.



In the 720° Boost mode you can perform a super powered boost jump after doing a 720° turn (645° effectively). This mode and the jumps can be tricky to pull off but when you get it right you can do continuous 720° jumps and fly through sections of the map (for example make it from coconuts to the caterpillar in only 3 jumps).

The Puzzle (?) mode allows for even stronger and bigger jumps. In that mode you have full jump power on each wall contact, no 360° flip necessary. The character does not pogo automatically, instead you stick to surfaces and can take your time aiming the next jump.

All modes are available right away, beating map 2 prior is not required.

Both the Double Jump and the 720 Boost modes are compatible with the rubber band co-op. Note that you can only collect the map 2 specific unlockable wardrobe items in the regular game mode, and most progress based map 2 achievements are tied to the regular game mode as well.

The updates includes some bug fixes as well as performance improvements and some new menu options, including a new background rendering toggle option to improve performance on weaker computers.


Have fun!

Superku



Stuck, looking for help or someone to play with? Join JediJake's discord channel: https://discord.gg/jKaA7EX
For tech support please visit the Steam discussions.

Map 2: The Monolith Of Perseverance - Out now!

Major update v4 just went live.
The main feature is a completely new map called
[h2]Map 2: The Monolith Of Perseverance.[/h2]



You wake up in a comfy bed, surrounded by considerate sunflowers and the calming sound of nature's serenity. A sudden urge to pogo overcomes you, and the only way to go is up. Climb your way up a mysterious 1000 meters deep chasm, overcome unprecedented obstacles and dangers and show the Monolith who's boss!



I encourage you and anyone to try and get as far up the 1000m climb as you can, on your own or with friends or strangers in the rubber band co-op mode. Be warned though, this level is harder and longer than map 1 and will pose a formidable challenge to everyone, including the very best. It's the definitive master challenge of playing pogo.

If the difficulty is too much or you just want some variety you can try your luck at one of the extra modes instead. In those you will either have a double jump ability (similar to the one in the loot mode) or have super powered boost jumps in the 720° boosts mode. Both modes are easier than playing map 2 normally - they will however unlock only on July 10th, after the first 2 weeks have passed. Until then replays for map 2 will be unavailable as well.
(The third extra mode, an experimental puzzle mode where the player does not jump automatically and you can load up super jumps each time, might be up for removal, depending on how it works it.)



If you play the regular map 2 mode you will have the chance of getting 10 new unlockable items/ cosmetics, 6 hats, 2 pogo sticks, one piece of clothing (the doctor's outfit is not related to current events) and a new boost effect.



You get the final item, the master crown, for beating map 2. The player who finishes map 2 first as well as the current world record holders of map 1 and map 2 will get a special colored crown each with a stronger animated glow compared to the regular master crown. The differentiation between those and the implementation will be improved in an upcoming minor update.
The other 9 new items you get by collecting them in the level this time, instead of leveling up as you did in map 1:




Given the severity of this update and on popular demand, I've added 14 new achievements to the game.



My apologies to people who had 100%'ed the game previously on the old achievement count and don't feel like doing it again, to all the others I say good luck! If you manage to unlock all but the final achievement, unlock all cosmetic items and reach at least level 200 you will be added to the new Hall Of Fame leaderboard. Your progress on that path is tracked via the new pogo Mastery rating, to be found in the Wardrobe menu:



Become a pogo master, unlock the final achievement and you will be granted a special pink nameplate.


Furthermore the update includes various technical improvements such as character animation processing being done on the GPU, notably increasing the performance with multiple characters on screen. The game now uses a new save file system with greater flexibility, allowing you to resume non-standard modes from where you left off (for example playing the map 1 invisible mode). Saving of progress and menu settings is now done asynchronously (multithreaded), removing harddrive related hiccups/ stuttering during play.
(Note: The folder AppData is no longer being used, instead files are written to the userdata (688130 / remote) subfolder of your Steam installation. If you need to change some options in settings.txt look there from now on.)


Some additional notes:
During the 5 months long development (actual production, not including planning and sketching) I iterated over the map constantly, not only polishing assets but jumps as well (in the sense of obstacles and their angles and slopes). While the improved flow felt good at times, it also became somewhat boring. Therefore I took a step back in that regard, undid some of my obstacle geometry refinement and in parts even made it more.... interesting on purpose. As a result, some jumps are left intentionally awkward, forcing you to adapt.

Although I hope I will not have to change anything regarding the level design I reserve myself the right to make minor adjustments to the map for the next 2 weeks, in particular 550m and onward. If someone discovers a way to skip the left side of 715m and go straight up instead I may alter the level, no matter how much time has passed since launch. This is in respect of the so called anvil skip in map 1, a mandatory skip when going for best times which I wish I had fixed after launch.
There are a few small skips in this new level, one of them I created intentionally. They are fine and will stay the way they are.


Special thanks to izumi for the Japanese translation, Julien "UULaCrevette" Petoux & Francys "Cuttyflame" Gaudin for the revised and new French translation and Fernando Alvarez Salgado for the Spanish translation!
Also thanks to Valmerix for an MS Paint sketch of the Coconut area!

Thank you for reading!
Although the difficulty of the new map might be off the charts I hope you will enjoy your time playing.
Good luck, believe in yourself and remember, perseverance is key!

Superku


Stuck, looking for help or someone to play with? Join JediJake's discord channel: https://discord.gg/jKaA7EX
For tech support please visit the Steam discussions.