Skip to content
Documentation
On this page

Version 1.1.0

Sharing to the Steam Workshop, resource collections, a sandbox with a tutorial, Quick Setup, a Colliders Only mode and Chinese

Warning

A file saved by 1.1.0 does not open in 1.0.0: your settings, your statistics and a level you saved. It opens the Update required window there. Files from 1.0.0 open in 1.1.0 as before. More - Troubleshooting

Sharing and the Workshop

  • The Share button holds every way to send a level. The How to share window offers Archive, Afterbeat and Steam Workshop, and each one checks the level by itself before it sends anything
  • An archive is a folder, a tar.gz or a zip, and a zip can be protected with a password
  • In the Steam build, a level or a collection is published to the Workshop from the editor. Publishing the same level again updates the item you already have
  • A level, each of its resources and its Cover can declare whether they were made with AI (AI Generation). The level card in the menu says so when anything inside was

Collections

  • A collection is a set of resources you can reuse in any level: prefabs, themes, shapes, effects, textures, fonts and audio
  • The editor's settings have a Library tab: your own resources, your collections and the ones you subscribed to in the Workshop
  • Level Settings has a Collections tab. It imports a whole collection with everything it depends on, or builds a collection from the level's own resources
  • When the level already has a different copy of a resource, the game asks which one to keep

Playing

  • Sandbox is a new button in the main menu. It holds a six-step tutorial (moving, dashing, dodging, dashing through a ring, choosing a control mode) and a board to throw attacks at yourself by hand. The game offers the tutorial once, on first launch
  • Quick Setup sets performance, screen effects, language and volume on one screen. It opens by itself on first launch and stays in the menu. The advanced sections of Settings start folded
  • Colliders Only Mode is in Settings, Graphics. A level draws only what can hit you, as flat fills on a plain background. The music, the collision and the statistics stay, and a run counts like any other
  • Knockback after a hit is 7.5 units instead of 10, the length of one full dash. A very short dash right next to the cursor now always fires
  • Zen takes hits again: knockback, the shield and hit effects, without spending lives. For bullets that pass through you there is a separate No Collision option, and its runs are counted apart
  • Back to Options in the pause and result windows returns to the screen the run was started from, with the same options
  • The game is available in Simplified Chinese

Controls

  • Each device has one Active switch. The device you used last leads, and a dash or a pause works from any active device
  • Tilt control reads the phone lying flat, screen up, as rest. It needs no calibration and stays correct when the screen turns
  • Every gamepad button except Start and Select dashes. Start pauses
  • The mouse stops the avatar when you let go (Stop On Release), touch does not (Stop On Lift). Both can be switched
  • A second finger while steering always dashes and no longer presses buttons under it

Android

  • Phones without Vulkan can install and play the game again. It falls back to OpenGL ES 3

Commits: game fa2cfddb, SDK 9311b96d