Player
A regular player: you want to install the game, find levels and play them, without looking inside
No knowledge of the editor or the file format is needed
The game is not installed yet - Quick start
What the game offers today - Game
A regular player: you want to install the game, find levels and play them, without looking inside
No knowledge of the editor or the file format is needed
The game is not installed yet - Quick start
What the game offers today - Game
Six steps: from installing the game to your first finished and your first built level
A section for players: from installing the game to how a run works in numbers
Where to get the game, where it keeps your levels and what happens when you update
How to find a level, add someone else's, start a run and read the result window
Which devices you can play with, how to move and dash with them, and what can be rebound
What each settings tab holds, how to reset them, and how graphics and anonymous mode work
What to do when a level is missing, does not load, asks for a newer game or a password, or comes in an archive the game refuses
What a bot does when it plays a level for you, what it does not promise, what it costs, and how the two bots differ
Where to report a bug or ask a question, and what to write so the bug can be reproduced
The official server OWS and community servers NOWS: what is already decided about them
Which servers the game will have, which builds can connect to them and what a player risks on someone else's server
Short answers to the questions newcomers ask first, with links to the details
What changed in each version of the game, one page per version
The starting point: an empty Unity project with nothing to play yet
The first rendering test: many objects drawn through Unity Entities, running on Android
Textures, parenting, particles, text and post-processing effects tried out one by one in test scenes
The first level format and the first engine that plays it: objects, themes, effects, text, audio and collisions
The first version that works as a game: a menu, an avatar you steer, levels played start to finish and the first editor screen
The editor learns to create objects, undo them and list them in the hierarchy
A small release for phones: twice as many objects on screen at once
A faster shader and an editor camera you can move with a mouse or two fingers
The first timeline, the first inspector and selecting objects right in the viewport
The level editor grows from a timeline and a hierarchy into a full editor, and levels get post-processing, audio effects and repeatable randomness
Checkpoints, statistics, new controls and a translated interface for players, a history tree and a beat grid for authors, Afterbeat import and export, and a 4x faster picture on phones
The rules check runs about twice as fast, and saving a level now checks it in the background
A full-screen Beat window, panels that can be swiped and resized, a reset button on every inspector field, and a cleanup of old backups and statistics
Vector art everywhere, health on the HUD, full colour curves, VSync, and Steam Workshop levels in the level browser
Folder access on Android, a reset button on every settings tab, and a fix for the resolution setting
Launch arguments, F11 for full screen, the version shown in the settings, and a clearer Afterbeat import report
Mute buttons on the volume sliders, a remembered window size, a switch for the error window, and a fix for a boxed picture after a window resize
Prefab flattening, a launch argument for the settings, and fixes for full screen and the window size
The phone turns freely outside a level by default, and more screens have a vertical layout
Interface sounds, full gamepad and keyboard control outside the editor, and new settings for level images
The timeline counts frames from 1, and a selection becomes a prefab in one step
Health and the real hitbox are shown on the avatar itself, and a level from a newer version opens with a warning
Prefabs rebuilt around a real root object, and an object without size keyframes has no size of its own
A new built-in level, the build named in the version line, and a smaller Android release
Levels travel as .zip too, timelines gain the Marquee tool and folding, and a dash scales to its distance
Folding in the hierarchy and the timelines becomes a three-step mode, and the editor gets full audio on phones
Curves with tangents, random values along a line, named theme slots, and a long list of timeline and Prefab Mode fixes
The prefab root becomes selectable, an autosave freezes the editor half as long, and a level card credits the music
Prefab placements move with their group, the History tab shows what each step changed, and the timeline tools sit on one block of keys
Fixes around frames before an object's own start, level text warm-up, inactive objects on the timeline and Escape in the editor's windows
Memory work for phones - a cap on the undo history, an answer to low-memory warnings, a leak closed - and two Prefab Mode fixes
Effects play the way they were authored, an effect can be taken off an object, and two new editor shortcuts
Phone fixes - the screen stays on during a level and no memory cleanup stalls a run - plus licensing records and the demo level back
A level that animates its screen limits runs at 19 ms a frame on Android, down from 30-45
Files from a newer version are refused with a request to update, an anonymous mode that saves nothing, and a faster editor on large levels
The avatar walks at 15 units a second instead of 10, and the shortest dash is one avatar body
Phones reach a flat 60 fps in levels and in Settings, text input works with the on-screen keyboard, and the Afterbeat import keeps its structure
The release: a file saved by 1.0.0 opens in every later version, and a file from a newer version asks you to update