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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

Documentation

  • 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