These are the patch-notes for this fanversion of Adventure Forward: Star Savior.
I started logging these on 3/5/23 (MDY), but the game was made much earlier.
It is recommended not to look through these unless you have 100%ed the game.
V11.1
V11.1 - 2/25/26 - 185 Stars - Centroid’s Trials Act 5 Act 2
This update is dedicated to peanut allergies.
- Added unlock descriptions to Assist Mode, with one for every character.
- Changed Assist Mode character unlock order.
- Added a new Assist Mode character, Dasher.
- Added a new passive, Ramp Rider, for Dasher.
- Added a new Assist Mode character, Mane Gogh.
- Swapped the names of Martin and Mane Gogh in Frossile.
- The Starflake in Starflake Sanctuary no longer plays the Star Get song.
- Added a new room to Battery Gauntlet to introduce color storing before the last puzzle.
- Renamed Battery Gauntlet to Circuit Archive.
- Redid a lot of background geometry in Maytown.
- Removed Islander. (Sorry)
- Settings now only save if they’re not the default value. (Less datastore pressure)
- Powerups now replicate between clients (except for batteries for now). What this means is that you can see someone else’s dash pepper fire when they have one.
- Recoded the particle system for dash peppers, bounce berries, poison peppers, ghost peppers, molten mangoes, and bubbles.
- Ghost peppers now use a white fire instead of smoke.
- Changed the color of dash pepper fire.
- Dash pepper and poison pepper fire no longer rises as high.
- Edited the bounce berry particle behavior slightly (not a major change).
- Pushboxes now use this really weird system to avoid physics sleeping. This has performance impacts in areas with pushboxes, but I did everything I could to make them as performant as possible.
- Press buttons can now have different weights. These actually support box stacking to an extent, though this isn’t used.
- Completely replaced Tree Archive with the sequel to my Box Sorting, Factory Archive.
- Rebuilt the exterior frame for the Bonus Content building. (Interior is in a future update)
- Added dividers to the Area Index (shoutout to ConeGuy and MetroCode for giving me this idea).
- Renamed some stars in order to reduce redundancy with dividers now existing.
- Fixed Red Star sorting.
- Sorted Maytown Caves in the Area Index to be between Doom Room and Into the Battery, reflecting it being the Clocktower secret.
- Updated the End of Part V sign.
- Updated the Act 4 Coming Soon sign.
- Updated the gem shard dialogs.
- Added a text gradient to gem shards in the trophy room.
- Dialog now closes whenever you press a return button.
- The topbar buttons in the area index list frame are now consistently spaced across all devices.
- General improvements to scroll behavior in the area index on mobile.
- Right clicking a range setting’s arrows now sets it to the farthest possible in that direction.
- Increased Marathon Mode time for Gem Shard from 150s to 240s. (This should make circuit shard viable, whilst allowing you a bit of extra time to negate Factory Archive’s length)
- Decreased Marathon Mode time for Snowstorm Citadel from 600s to 540s. (It was a bit too much of a timebank)
- Collectables with particles now only play particles on first collect.
- Particle emitting from collectables is no longer dependent on fps.
- More i forgot
I read Homestuck over the course of making this one which is arguably why it took so long, I somehow avoided letting it seep into this update. I cannot say the same about the next one.
Next stop: Controit’s Trials VI.
V11.0.1
V11.0.1 - 1/2/26 - 187 Stars - Spectacle
First patch in a while! I don’t think that’s a good thing! Why am I excited!
- Fixed a bug where switching from a character with a passive to Star Savior would transfer it to Star Savior.
- Fixed a bug where erasing file with Marathon Mode on kept it running (a quick restart feature is planned for the future).
- Fixed a bug where you could click through the max star requirement and enable modes anyways (how did I not catch this).
- Edited the color of the Maytown Caves sidebar.
- [spoiler]Maybe fixed some of the super-secret spectate mode that requires a super-secret command. [/spoiler]
V11.0
— MAJOR UPDATE - V11.0 - 1/2/25 - 187 Stars - Mean, Median, —
I was told that people wanted larger updates, so here we are! This update was mostly due to Roblox changes involving chat making it impossible to enable Challenge Mode. I also lost the patchnote file for this one a week into dev, so I tried to fill it in but probably missed some things.
Special thanks to @tostone for testing Marathon Mode.
This update is dedicated to tortoises. But not that one in the fable, they just got lucky.
- Revamped the UI for the File Select.
- Added the ability to erase a file from the comfort of the file select.
- Renamed Challenge Mode to New Game+, which is now enabled from the file select instead of chat.
- Modes now require max stars, instead of max stars minus 10. (This was a long time coming)
- Added a new mode: Marathon Mode! (This took a ton of effort)
- Coin Star bubbles now have collision.
- Coin Star bubbles now dissipate when touched and requirements are met; they don’t come back again in that file once you get the star.
- Marathon Mode makes alterations to (or removes) sequences that take away your UI, this includes replacing the Star Roads with new mini areas.
- Fixed some z-fighting in Sandstone Tomb.
- Stars now do a quick implosion animation on collect.
- Added a teleport back to the Bonus Cavern from John’s Bug Farm.
- Added a rising symbol to the Snowstorm Citadel rising button.
- Fixed the enraging system for the Magmatic Furnace gem.
- Coins now do the same implosion animation Stars do but smaller.
- Added dialog to every Festival NPC that didn’t have it.
- Fixed issues caused by choosing Frossile before Trap Town.
- Fixed the NPC at the Blueboat in Maytown after you enter Trap Town not having dialog.
- Music can now have a LoopRegion, this allows me to cut off the fade out endings in most audio uploads. I’ll do that eventually.
- Recoded spikes (less if not no desync, more performant, archive fight is now fully operational).
- Fixed an issue with one of the blocking doors in Sandstone Tomb not being long enough.
- Fixed the arches in Sandstone Temple being CanCollide false.
- Stars now only lower your walkspeed if they are going to teleport you, this allows for knowing if you should reset to avoid it.
- Added a new Assist Mode character, Compale - True Form.
- Added support for passives to Assist Mode.
- Added a new passive: Cold Resilience
- Added a new passive: Persistance
- Added a new Assist Mode character, Ulipse - True Form.
- Completely replaced Scriptbox 2.0 with a new yellow star path, Conveyor Chaos.
- Renamed “Chocolate Factory Boss” to “Breaking and Entering” as to not spoil that there is a boss.
- Visually overhauled Sweet Skies (new skybox color, background mountains, support beams, etc.)
- Bullybots now load based on area. They were the last passive object to not do this, the loading era is over.
- Added a temporary sign and truss to skip the ending of the moving statue puzzle in W2 because it’s bugged.
- Changed the world color of Sweet Skies in both the Star Index and Trophy Room to pink to reflect the new skybox.
- Changed the sidebar color in Sweet Skies to reflect the new skybox.
- Increased the brightness of several skyboxes across the game to how they originally were before a Roblox bug (that later got fixed, but we assumed the fix itself was a bug). Not all skyboxes impacted by the bug have been reverted because I like some of the darker ones.
- Removed every Blue Star from W4.
- Added a new Blue Star to W4, Sweet Ladder.
- Renamed Chocolate Cove to Ice Cream Cove.
- Completely replaced Sugary Summit with Sweet Switchers.
- Removed the Scriptbox Red Star because Scriptbox is gone. A replacement Star will be added in the future.
- More i forgot
Next stop: The Archives (not pt6 but that’s this year)
V10.e
V10.e - 11/16/25 - 192 Stars - Priming
This update finishes 8.0, somehow. (Turns out we released it without finishing some things and never realized it).
- Added tons of background islands to Light of the Sky Pt1.
- Redesigned the Frossile fountain’s collision (and recolored the ice in it).
- Fixed a bug where the star index didn’t properly align itself upon right clicking to quick open it.
- Remade the text on all of the arrow signs in Maytown, and removed the “Finale Festival” one in Festival (I genuinely didn’t know that was a thing).
- Added a new setting for high contrast powerup UI (removes transparency).
- Removed the powerup font setting (it was causing issues; default is now the consistent font).
- Added button holding (buttons that end will automatically reactivate themselves as soon as possible if you’re standing on them).
- Increased the volume of the song Aphelion.
- Decreased the amount of light given off by Star Doors.
- The game now detects and displays when a song has been taken down.
- Restored Power Supply (the other w6 songs are being worked on).
- Settings that set on area change now have indication for this.
- More i forgot
Next stop: Sweet Skies.
V10.d
V10.d - 10/24/25 - 192 Stars - 10.0 Finale
This update adds the final bunch of features that were planned but not added to 10.0 due to time constraints. It also starts the process of revamping The Clocktower.
- Added more palm trees to Flip Switch Jump in W3.
- Added a cache for badges so that touching a badge awarder doesn’t spam the server with warnings.
- Fixed the Future Maytown song not playing.
- Fixed an error caused by returning to hub whilst a Bounce Berry is active.
- Fixed an error caused by a dead bug body part touching a falling platform.
- Area change text is now black in areas I found it was hard to read in (archives, fork in the road, echo chamber).
- Removed a ton of invis walls within Past Maytown.
- Updated some of the Past Maytown visuals (I don’t want it to be untouched in tbs, but I also don’t want to do too much until I’m fully done with Present Maytown).
- Swing of the Clock is now properly segmented in the Area Index.
- Recoded Thwomps to use AlignPosition.
- Thwomps can now only kill on their way down.
- Swing of the Clock Segment B now starts playing on the way up Future Clocktower as well.
- The numbers on the walls in Future Clocktower, Past Clocktower and Clocktower Archive are now colored based on the time period (this took awhile lol).
- Future Clocktower and Past Clocktower now have their own area names.
- Fixed a super complex client server bug involving teleporters and stars that set area.
- Added dialog to every single Past Maytown NPC that didn’t have it.
- Added a few new Past Maytown NPCs.
- Added support for several areas sharing the same red coin ui (used for the main 3 clocktowers).
- Added some flowers and such to Maytown (and festival).
- Made it so teleporters that change your area now attempt to stream the area around the teleport when the player is within 25 studs of them, there is a new setting to disable this behavior due to its performance impact. This fixes the falling into the void (or at least makes it less of a problem).
- Fixed Starflake Road not working.
- Removed every Clocktower blue star (temporary as I figure out replacements).
- More i forgot
I foresee a 10.e in the future… Probably…
V10.c
V10.c - 10/5/25 - 197 Stars - Changing Areas
This is (probably) the last UI update. Probably. Okay that’s more of a maybe than a probably.
- Ported a bunch of loading objects over to a new system that reduces lag on area change. This system also increases lag drastically on subdivision change but this will be fixed in the future. (Coral Panic is the only subdivided area rn).
- Reduced the size of the area change UI.
- The line on the area change UI is now dynamically sized based on the amount of text.
- Added subtext to the area change UI, essentially it shows the parent area (or level name).
- Added subtext to a ton of areas (but not all of them, some don’t really benefit from it I feel).
- The powerup UI now slides out of the way for the area change UI.
- Added a sign to Tower 4 in the Sandstone fight explaining that the spikes break sometimes and this will be fixed when they get recoded within the next few updates.
- More i forgot
What could be next? Even I don’t know!
V10.b
V10.b - 10/2/25 - 197 Stars - Assisting Assisters
Does this game even have gameplay? I’ve been working on UI so long that I’m not sure.
- Character description text no longer cuts off on smaller screens.
- Every single area (I probably missed a few) now has custom sidebar colors. (This took so long)
- Added a setting to disable sidebar coloring behavior.
- Added area index area button functionality to Spike Temple and one other area I forgot the name of.
- Fixed return to start of area in Lost Temple.
- Fixed a bug where using return to start of area in the Bugble Caves in Infested Pathway 1 caused John’s Bug Farm to be trapped with The Great Void.
- Fixed an easy way to get out of bounds from the entry to Spike Temple.
- Changed where Spike Temple drops you off.
- Fixed a bug where if you entered Spike Temple and then left it and then hit return to start of area weird stuff happened.
- Puzzle Pit is finally a part of the Infested Pathway 1 load zone; this fixes more bugs than you’d think. (Wow I used a semicolon im so cool)
- Added a new awesome music song.
- More i forgot (i’ve been forgetting to include this)
- Added favoriting assist mode characters (you can right click to toggle to your favorite one). (Hi its me 10.d crate i forgot to add this)
I have atleast 1 more UI update in me (probably 2).
V10.a
V10.a - 9/21/25 - 197 Stars - Abnormal Version Number
More random ui changes so cool wow (im running out of these)
- Spikes now animate based on area (pretty major performance gains throughout the game).
- Reduced the distance at which saws stop animating (minor performance gains on lower animation distance settings).
- Spikes now use attributes (partially).
- You can now name your save files (these get roblox filtered and have a character limit of 25) (this took a lot of work).
- Fixed a bug where clicking on the title screen (or just interacting with it really) would reset its scroll position.
- All gold trophies now have text gradients to make their text look gold (pretty).
- Slider settings now tell you when you’re at the default value.
- Dropdown settings now show what the default is within the dropdown.
- Added a restore defaults button to the settings menu.
Next update is going to be 10.b, hopefully the version numbers aren’t that confusing.
V10.9
V10.9 - 9/14/25 - 197 Stars - Normal Version Number
No real theme to this one, just general polish and fixes.
- Added more visuals to Box Sorting.
- Changed the visuals of the Factory in W1 to line up better with the new style established in Box Sorting.
- Ported LoosePlatforms over to using attributes.
- Ported Orbs (partially) to using attributes.
- CycleReset no longer toggles on area change under the circumstance where loading doesn’t need to be changed (such as entering Maytown or Cherry Trial).
- Fixed a very obscure bug where if you had both a ghost and dash pepper and hit a powerup removing barrier it would give you dash pepper speed until you die.
- If you switch Assist Mode characters whilst your walkspeed is different than your base, it will no longer adjust your current walkspeed but will still adjust your base. (This essentially makes dash peppers work between transforms).
- Added the thing above to JumpPower aswell.
Next update is going to be 10.a, the idea is that letters come after the numbers (10.10 would look stupid).
V10.8
V10.8 - 9/1/25 - 197 Stars - Boxpush
I did it. I really did it. I made a level.
- Added press buttons, which are active as you are touching them. (These were painful to code)
- Added support for non-humanoid objects triggering press buttons.
- Removed the Box it Up Red Star (will be re-added in a new spot soon).
- Moved the Seed of Life (all lost items are in a temp spot).
- Remade the Box Sorting Yellow Star from the ground up.
- Edited Elder Wissle’s dialog to reflect the new Seed of Life location.
- Client-side character collision now waits for all body parts to be initialized instead of only waiting for Humanoid to set collision. This MAY fix players colliding with each other.
- The main sand in w2 now collides with body parts on death.
- Removed some of the bottom white fade in W4 (unnoticeable) to help prevent lag on lower end devices.
- Area Index World Select world borders now cannot turn gold until red stars are unlocked even if the world has no red stars, this is to not spoil that a higher level of completion exists.
What am I even going to make next
V10.7
V10.7 - 8/27/25 - 198 Stars - UI Time
The focus of this update was to procrastinate on making the next level by adding random stuff. There’s a Trap Town book about this. I think.
- The dialog window is now draggable.
- Added a new setting to control the dialog window’s position resets.
- Removed the dialog centering setting (dragging is better I think).
- Added a new setting to scale the sidebar.
- Stars now emit less light after they are collected.
- Partially reverted to the pre-10.3 data system, this should fix an issue with disconnecting in a single-player server (at the risk of rate limiting, but I think they increased the limits?).
- Fixed an issue where MessageChanger text was constantly visible at the top of the screen on lower resolution devices.
- Overhauled the menu UI (This has been planned since before 10.0 came out).
- Changed the way setting name text formats so that it doesn’t intersect with the toggle on mobile.
- Recolored the entire settings page to fit with the rest of the game’s UI.
- Made setting categories into dropdowns that are collapsable.
- Redid the spacing for everything in the settings page to work better across devices.
- Removed the Star in the background that killed contrast (it was kinda cool tho).
- Removed the tabs at the top of the menu. (They hogged space)
- Credits are now accessed at the bottom of the settings list.
- More i forgot
Okay maybe I’ll make a level next update.
V10.6
V10.6 - 8/25/25 - 198 Stars - “Revamp”
The focus of this update was to revamp Blue Stars that had a good idea, but poor execution. I then only did one.
- Remade Electrifying Drop in W6,
- Adjusted some visuals of the 2D section in W6.
- Rotated the final room in Valley of Sand to not require you turning a 90-degree angle during a timed section.
- Added more bookshelves to the Trap Town library.
- Updated some existing bookshelves in the Trap Town library.
- Removed the Dialog Shadow setting as it messed up new features.
- Added a new setting that lets you scale the dialog box.
- Added a new setting that lets you scale dialog text.
- Added a new setting that removes the dialog opening and closing animations.
- Added a new setting that lets you see the name of a star on collect (by default on, but can be toggled bc i think it can be a bit obtrusive).
- Added the back button for dialog, this should be helpful for the Secrets of Trap Town books.
- Added a bit of a secret (more of an interaction).
- Presumably fixed returning to Frossile.
- Added the ability for NPCs to have rainbow text (this goes unused… for now (i have no plans to use it but itd be cool)).
- Fixed Ice Bully Bots (finally) (I didn’t want to) (I was forced to) (Kind of) (Maybe).
- More i forgot
Oh well, one is better than nothing.
V10.5.2
V10.5.2 - 8/15/25 - 198 Stars - Pride Versioning
- Fixed bug where exiting Swamp Lake didn’t work properly.
- Fixed bug where dying made assist button abilities stop working.
- Fixed falling into the void in Swamp Lake? (greyscale area).
- Did a few additional optimizations.
Still looking into player collisions, but I’ll probably begin work on a proper 10.6 soon.
V10.5.1
V10.5.1 - 8/7/25 - 198 Stars - Magmatic Fix
- Fixed returning from Magmatic bringing you to a weird unloaded version of Realm of the Void.
Fixes for some of the things Roblox broke will probably be 10.6.
V10.5
V10.5 - 8/6/25 - 198 Stars - The Optimizationing
No real “content” this time, sorry!
- Fixed button activated movers bugging.
- Added my brand-new optimization system that DRASTICALLY increases performance (1.5-2x the fps!) across the entire game.
- Sorted every single client object into folders based on area.
- Teleporters cross area now set area instead of the checkpoint.
- Client objects outside of the current area are left in ReplicatedStorage for performance.
- This behavior can be reverted through a new (laggy) setting to maintain out of bounds exploration. I can’t say I’m going to support said setting into the future.
- Fixed spike spinning and spike ball spinning speed in the Stratosfear fight being based on your fps.
- Fixed the final room of Quicksand Pit not having its gimmick.
- Fixed Geysers and Sandstone Treasure toggleMovers.
- Made Fork in the Road its own load zone instead of an extension of Festival.
- Optimized powerup timers (no visual difference).
Hopefully this helps all of the lower end machines run this game! Future optimizations are planned, but this is probably the last major performance upgrade.
V10.4.1
V10.4.1 - 7/30/25 - 198 Stars - The Patch Ever
Hopefully the only patch this time.
- Fixed 2 rocks in The Bug Ocean not meeting the sand.
- Fixed a skip where you could carry a ghost pepper into The Realm Between and jump to Epilogue, entering the level now cleanses you of powerups.
- Repositioned a flipper in Bounce Berry Lake in The Bug Ocean to be less frustrating.
- Fixed a softlock in The Piranha Caverns’ battery section involving hitting an earlier checkpoint during a later part of the puzzle.
- Updated the credits menu.
10.5 won’t be anything major, so don’t expect more than some fixes.
V10.4
V10.4 - 7/29/25 - 198 Stars - Keep Buggin!
This update is dedicated to that Toad in Mario Galaxy that’s really sleepy.
- Added a new bonus level to Trap Town, Infested Pathway 2: Coral Panic by bbroted and myself. (This is the longest level in the entire game lol, beating the level it’s a sequel to)
- Almost every single returning area was redesigned visually, and most assets were remade, this includes a sharper (remade) chainlink texture which will be added to the rest of the game in a future update.
- This level includes a rather complicated bossfight which we called the Fish Fight. I personally really like it; however, I don’t actually know that much about designing bossfights. If you have any issues with it, PLEASE contact me about them. I am completely open to tweaking (or even revamping) it in future updates if needed.
- Almost completely revamped bug behavior.
- Some bugs now have chase distances, allowing them to go further than their line of sight.
- Dead bug collision now (mostly) makes sense, and the parts get random velocity to look more like it obeys Newton’s 3rd law.
- Bugs can now heal you when you damage them (for a new bug type).
- Bugs now completely reset and heal on death.
- Added the Grasshopper Bug, it can jump. (it also uses the healing on damage thing)
- Bugs can now use springs. (I also had them using bubble powerups working, but it wasn’t fun, so it was removed.)
- Bugs can now activate falling platforms.
- Bugs can now interact with physics objects.
- Completely rewrote parts that move on button press, now supporting rotating on button press (and both at the same time but that’s never used) (You may say rotating on button press already existed and that is true, however this is with a new system I like more).
- Renamed the Star Index to the Area Index.
- Reskinned the Star Button into the green thingy Button.
- Added the Music Button to the index, this displays if you have every star in a world or are in challenge mode.
- Added almost every song in the game to the Area Index.
- Added the ability to override songs.
- Maytown now loads before all other areas to improve load times.
- Markers now load server side to improve load times.
- Several other optimizations.
- Added a quick tp to Fork in the Road in Maytown if you’ve been there before.
- Gave Fork in the Road its own area name (it used to just be Festival).
- Gave the 2nd Void Archives greyscale segment a proper area name (Lost Temple).
- Added a way back from the W5 Trophy area.
- Remade some of the starting W1 area.
- Edited 1 checkpoint in Infested Pathway.
- Fixed ice killers breaking if you returned to an area or reset whilst they were cutscene killing you.
- Made the Descent ability less FPS based (it’s seemingly impossible to make it fully consistent… ugh)
- Added the little sign visual to the Tutorial Center displays.
- Rewrote all the Tutorial Center display dialog.
- Removed the ghost pepper display.
- Made the path to Maytown and the Tutorial Center less bright (temporary fix, have a bigger one planned soonish).
- Battery Chargers now only animate when you are in the correct area, and within certain distance (based on the graphics setting). This has a minor performance benefit throughout the game. This will most likely be applied to more objects in the future.
- Added the lilypad, it multiplies your y-velocity by -1 when you touch it but has a cooldown. Due to the nature of roblox physics, there is a LOT of tech. (Bugs can also use these)
- Falling platforms can now be in “grouped” mode, where multiple parts are treated as one falling part. This is how falling springs works.
- Added colorblind indication to the top floor of the last room in Battery Gauntlet. I’ve tried a LOT with other rooms, but I can’t figure anything out.
- Added “part spawners” (bbroted calls them this, i think its an etoh thing). Basically, just the sandwave from world 2 but not constantly running and broken half the time. (Haven’t ported the sandwave yet bc theres a complication)
- Added the ability for newly created parts to be applied behaviors (this is only supported with killparts right now, I’ll add more as I need to).
- Added an fps counter as a setting.
- Holding left-control as you use alignment keys now makes them act as if you tapped them twice in a row. I don’t know why I did this but I’m sure its somehow useful.
- The W2 moving statue thingy now shouldn’t do that rare bug where it starts colliding with itself which looks like dancing. Probably. (I’ve never gotten the bug myself, but I added noCollisionConstraints so that should fix it?)
- Added red/green coin bubbles to the end of the Frossile levels with them, and to Buoy Bounce (with permission).
- Fixed boxes falling down during loading in Puzzle Pit.
- Buttons now reset on death, there is a new setting to revert this behavior.
- Added text to a book in John’s House in Pathway 1 to indicate why you cannot read it.
- Fixed a bug where bugs that reset on death (all of them now) would have their body parts fly around and cause an error in f9 when you died whilst they were dead.
- More i forgot
Wow that level is long
V10.3.3
V10.3.3 - 2/22/25 - 197 Stars - Vroom
Vroooooooooom
- Fixed the moving parts in The Starflake Islands not moving.
- Fixed the yellow thingies in Dream Archive not moving.
- Gave more leeway to loading into the game to avoid the entire game breaking.
V10.3.2
V10.3.1 - 2/21/25 - 197 Stars - Thwack
Chop chop chop.
- Fixed the axe in The Gap Jump not working.
V10.3.1
V10.3.1 - 2/21/25 - 197 Stars - Sproing
Booooooooing
- Spring flings in Battery Gauntlet are less common.
- Fixed an ID mixup with the adaptive bits of The Archives.
V10.3
V10.3 - 2/21/25 - 197 Stars - Centroid’s Trials Act 5 Act 1
This update is dedicated to itself.
- Fixed star buttons locking in place if you used any return whilst their duration was active. (This also spammed tons of errors which is how I caught it in the first place.)
- Readded all music to W6. (Shoutout to peccneck for providing these files)
- Completely revamped and recoded the Battery powerup.
- Added a new powerup variant, the RGBattery (Technically Chrome Battery in files)
- Added colored battery chargers.
- Added battery charge storers.
- Added battery color storers.
- Added battery spark timers.
- Added colored battery sparks.
- Battery sparks now reset on death.
- Character type is now forced to 1.0 whilst a battery is active to preserve the decals on your front and back.
- Battery avatar images now use shirts; this eliminates most z-fighting (RGBattery cannot support this unfortunately).
- Added color mixers.
- Fixed a bug where there was a 9th red coin in W2.
- Added lines to the Star Index display.
- Added the ability to see all coins/fragments that are required for a star within the Index, also allowing you to see if you have them. (This required manually entering like 130 coin ids, it hurt.)
- Completely recoded the Assist Mode Character Select.
- Removed swapping during battery powerups (this had really buggy behavior previously).
- Fixed several bugs, including most Tim appearances.
- Theres now text for if you try to transform whilst dead or having a battery.
- Added a cooldown for switching characters to get rid of a bug.
- All Star Index worlds are now shown at all times during challenge mode.
- All Star types are now shown in the index at all times in challenge mode
- Powerups can longer be taken whilst switching assist mode skins (fixes an issue with the battery).
- Completely overhauled the vibe of World 3 (and Ocean Archive).
- Made the skybox significantly brighter.
- Changed the color of all grass and palm tree leaves.
- Removed reflectance of the water and made it brighter to compensate.
- Added clouds.
- Removed reflectance of water in Buoy Bounce to fit more with W3, matched the color as best as I could. (Creator of the level gave permission to make this change)
- Star Index dragging now uses a UIDragDetector (newish roblox thing).
- Completely remade all of Vintage/Electricity Archive, turning it into Battery Gauntlet. (This one was extremely difficult to make, but I’m proud of the final product.)
- More i forgot.
click clack clack tick tack tisk tick tick click tick tisk tick clisk tick clisk tisk clisk click tick. click tisk… tick clack click tick clack click tick.
V10.2
V10.2 - 1/13/25 - 198 Stars - Dash Cherry
Sorry about how long this one took for what it is, there was a completely different update planned for 10.2 but there were some complications there. That plan will still be coming out in the future.
- Added a new island to the Realm of the Void for once you’ve beaten Cherry Trial, it’s just a quick tp to it.
- The trophy room loads significantly faster (several things can be thanked for this).
- Fixed a bug where the lead canyon blue awarded the Geysers badge,
- Fixed fliptrip (flippers that trip you when in a certain state) not properly setting on death.
- Fixed some beams in Ocean Archive not touching the sand.
- Fixed a bug where the title screen broke because of the way leaderstats initializes.
- Fixed a gap in the ceiling of Infested Pathway’s warp zone.
- Most likely fixed a bug with the Sandstone Temple boss not resetting things properly (this may not be fixed, it’s very hard to test).
- Adjusted some visuals in the Trap Town library.
- Added a sign to the front of the Trap Town library.
- Star buttons no longer end when you touch the star, this both fixes a bug and switches to functionality I prefer.
- Adjusted the way the Clocktower Challenge Trophy looks (fits in more).
- The emote wheel now force disables every time you press > or < (fun fact it just decides to reenable itself sometimes and it annoys me so much).
- Optimized objects even more (higher fps yay).
- Added a new setting for controlling the distance objects animate at (only works with saws right now, will port to rotating objects and battery chargers soon!)
- Fixed a bounce berry that didn’t rotate in The Starflake Islands.
- More i forgot.
V10.1
V10.1 - 12/23/24 - 198 Stars - Puzzle Pit
This update is intended to enrich your Infested Pathway experience. Once again, this update was developed by me and bbroted.
- Added the Infested Pathway Area Hub, which is unlocked at the start of the level after you’ve beaten it.
- Edited some of John’s first dialog to fit better with the age rating of the game.
- A Long Path of Honey now has improved indication once exiting the subarea.
- Vertical springs in Infested Pathway have been smoothened.
- Rebalanced The Bugble Caverns.
- The underwater barriers now only sit part you if you are standing on top of them.
- A green coin has been completely rebalanced to be fairer.
- General gameplay changes to make it feel less frustrating.
- Slightly nerfed the Dash Pepper room of the Bug Bunker to be fairer.
- Added the Bug Club.
- Added the optional Trash Chute area in the 3rd Bug Bunker.
- Added a new bonus level to the Bug Club, Adventures in Bluebandia: Puzzle Pit.
- Added functionality for locking you to a character.
- Slightly nerfed parts of the final area to feel more balanced.
- Fixed several occasions of z-fighting all throughout the level.
- Edited lighting all throughout the level in order to make mushrooms give off more in cavern segments.
- Made all vent rides significantly smoother.
- Removed bloodthirsty bugs.
- More i forgot.
V10.0.3
V10.0.3 - 12/21/24 - 198 Stars - The Button
Patchy patch patch patch patch?
- Fixed an issue with Red Star Buttons that caused the game to have a chance to break if your ping was too good.
V10.0.2
V10.0.2 - 12/21/24 - 198 Stars - The Clarification
Patchy patch patch patch.
- The elder wissle statue in Swamp Lake now has a sign detailing how to exit the level.
V10.0.1
V10.0.1 - 12/20/24 - 198 Stars - The Dialog
Patchy patch patch.
- Removed the proximityprompt setting as it presumably broke something somehow.
V10.0
— MAJOR UPDATE - V10.0 - 12/20/24 - 198 Stars - Controit’s Trials V - Retelling —
This update is dedicated to bbroted, he legitimately did save it from development hell, and he’s the only reason the game has gotten this far. But most importantly, he’s just a genuinely good person.
THE SPLIT:
Originally, the plan was to finish the Archives story in Part 6 of Controit’s Trials, however, due to Part 5 being such a large update, some content has been moved to Part 6, and the original idea for Part 6 has moved to Part 7. This means that there are two more parts after this one.
Reawaken the Archives.
Retell the story.
Shadows in the Sky secret trophy is delayed to a later update! Sorry!
Part 5 of 7.
Major Changes (TLDR)
- New Archives expansion.
- Settings menu.
- Return to start of area.
- Tim Evil Form skin.
- A few Star revamps.
- New Star Index icons.
- New assist mode abilities, and variants of existing ones.
- A bajillion new trophies and a new trophy room.
- Optimization.
All Changes
- Completely recoded the trophy system for optimization. This lets me add tons more trophies.
- Most trophies no longer check badges (All Star still does, this was mainly a move to prevent requesting the badge API too many times but for All Star I think it’s important for it to always be there.)
- Skyboxes are now always loaded (looks better on area change now).
- Added a board to Frossile on the outside of the Bonus Cabin that updates as you progress through Frossile.
- Made a Blue Star in W1 have tighter jumps.
- Added a new book to the library, A Complete Guide to Procrastination. Written by SubconsiousDeviant.
- Fixed collision on the fountain in Maytown.
- Fixed z-fighting on the fountains in Festival and Future Maytown.
- Tim. Tim. Tim. Tim. Tim. Tim. Tim. Tim. Tim. Tim.
- [spoiler] Added Tim. - Evil Form, and their associated way to obtain. [/spoiler]
- Rewrote Lightgate entirely, should be better on performance.
- Ported Controit to the lightgate system. (Claud has some complications, it’s system works anyway.)
- Clocktower emblem in Frossile now changes based on story progress.
- It turns red after beating Snowstorm Citadel.
- Begins to spin slowly after being Frossile Tower.
- Added beacons for each section of Light of the Sky to The Archives, this requires getting 8 archived stars to unlock. (You have to get Light’s Tear by progression rules.)
- Recoded how MessageChangers interact with Assist Mode.
- Added a settings menu.
- Added return from endings functionality.
- Edited some UI for the new options to work.
- Added a lot of settings I didn’t patchnote here. (Mostly sidebar stuff)
- Added a secret… (This took an entire week to add please like it)
- Added 2 new options for us with spikes. Offset, and offdelay (spending more time off than on.)
- All teleporters back from specific Archives now send you right next to their beacon.
- Trap Town bridge has a much lower part count now (no visual changes).
- Added tons of new splash texts to the dev console.
- Added a new Orb type: The bump orb. It pushes you away from it when touched, sending you in the direction you are position wise from the middle of it.
- Replaced a W1 red star with an entirely new red. New name is Stumped.
- Made a lot of visual changes to W1. I wish I could add more paths to W1 without it becoming even more overwhelming.
- Fixed SOME z-fighting in shadow in the skies (i’m too lazy to fix it all).
- Fixed a bajillion typos.
- Unfortunately, added an immersive ad to the Bonus Cavern.
- Added the changing of border colors in Star Index based on number of stars in that world.
- If you have every non-red star, it turns blue.
- If you have every star including reds, it turns gold.
- For the red stars page, it turns blue after 20 and gold after all.
- Added 2 new fogchanger options. Tweening type, and tweening position.
- Added spike throwing animations to assist mode.
- Fixed 90 billion things that caused errors and warnings in the dev console. It should have none on a fresh load (hopefully).
- Recoded the way red stars display in the star index (good for performance).
- Added assist mode animation for switching.
- Added assist mode animations for placing platforms, this changes based on character personality.
- Revamped the later section of Ocean Archive (it’s a very long level now).
- Added some new NPCs in existing areas.
- Added stands in the Bonus Content shop.
- Added a helpful display of the bonus level info template to each bonus shop.
- Changed the way crediting and difficulty works for bonus levels.
–I lost the patchnotes file here and recovered it around a month later, I tried to fill in gaps but I obviously missed some changes. This is also about when this update became a solo effort, and when 9.0 released. - Added a trophy to all 6 main worlds for getting every star in them. Each has custom dialog (with atleast 20 typos sorry damp).
- Recited ancient incantations left by the great David Baszucki in order to make the game perform like 50% better fps wise (on my client atleast).
- Recoded orbs and rotating objects to be better on performance.
- Added back the song when leaving Shadows in the Sky.
- Added teleporters being able to make your screen black for a bit.
- Assist Mode button ability mobile UI now changes color based on character (this took a lot of effort surprisingly).
- Added a new Assist Mode ability: Bounce (basically a double jump but binded to E or the ability button).
- Ported to the new Roblox chat system (this required porting challenge mode to a command, which is better anyway I think).
- Added a new Assist Mode ability: Slingshot (multiplies both horizontal and vertical velocity, though MUCH more horizontal than vertical). Essentially acts as a more skill-based dash (I’ll add a real dash eventually.)
- Mobile button UI for assist mode now changes the icon based on which ability your character has. Checkpoint won’t be finished most likely so it doesn’t have a unique icon.
- Assist mobile button UI now disappears when the character does not have a button ability.
- Added a brand-new Bonus Level to the Bonus Cabin: Sweetest Skies by bbroted and tostone.
- Added a new trophy for beating Sweetest Skies.
- Added the ability for dash peppers to be the speed before I buffed them in 2.0, this is used in Sweeter Skies now to give it the classic feel.
- Added a teleporter back to the bonus cabin in Sweeter Skies, despite wanting to keep it like an archive this is just a QOL thing.
- Changed Sweet Skies star spinner to the new model in Sweetest Skies. (I don’t actually know who to attribute this to, I believe all 3 of us made it on a vc?)
- Edited tons of roads in Trap Town. (Judgement building ruins all attempts at making things uniform)
- Recoded the way that the Star index gets icons and added display names for the star type setting.
- Recoded the way title screen stars change on milestone.
- Redid every single star icon in the game (active and deactive) to thepuppetshow’s version. Coloring was my own job.
- Added new star icons to the title screen files, but also changed up how those appear on your file.
- Added a song (Cold Snap by Kubbi) to the title screen (title screen needs a bit of a revamp in the future, this is a start).
- Revamped a W3 Blue Star, it’s now Geysers (featuring a badge and a trophy!)
- Indicated the Temple Robber blue star more, and changed up how the timer works.
- Changed some visuals in the w2 temple.
- Added a new room to the swirling sand world 2 star.
- Added icons for the end of the line star, and the snowstorm citadel star.
- Rotated a specific platform in W2 1.566 degrees.
- Added platforms that move on button press.
- Added Return to start of world. This took significantly longer than you’d expect, but people asked for it more than enough.
- Fixed collision issues in Echo Chamber.
- Fixed a random invisible truss on a mushroom in W1.
- Fixed 2 mistakes in Claud’s dialog.
- Fixed issue where you could go into Sweeter Skies without hitting the area changer (this is fixed for loading system).
- Maytown Caves floor now kills you, which patches a bug that’s existed for far too long.
- Remade some of the geometry around the Sewer System staircase.
- Star index now only displays completion % and total amount of stars ingame if you have over half of the stars.
- Star index will no longer say “1 Stars”, instead saying “1 Star”.
- World buttons and categories in the world select of the star index are now created via script. (Major rewrite to make it easier for the future)
- Added a system of dash pepper and ghost pepper conversions. Have fun figuring this one out. (Took far too long to code)
- Added the ability to customize the amount of time it takes for the powerup timer to update. This is a setting.
- Added mobile shiftlock.
- Added a new ability, Descent.
- Star Index worlds that list a star type can now support multiple star types.
- Added back one (1) song to vintage voltage. Do not ask how I got this one in. Congrats the 2 vintage voltage tbs fans, you have eaten for the first time in a year and 3 months.
- Added audio protection levels to each song with a setting based on them, Audio Whitelisting.
- Spikes in assist mode now take an ability charge.
- Recoded the way ability charges are taken.
- Fixed the two walls next to the gate in Maytown being different heights by one stud.
- The pause audio button now actually pauses the audio, instead of setting it’s volume to 0. (We actually removed this button in favor of the volume setting, but I added it back later.)
- Song crediting can allow longer names before compressing.
- [spoiler] Added specifically for Dialga’s Fight to the Finish lol [/spoiler]
- Added the ability to move the sidebar ui to the bottom of your screen (I personally prefer this)
- Bug sounds are now based on position of the bug and roll off when far away.
- All pushboxes now have reset buttons.
- Recoded pushboxes for reset buttons.
- All starballs now have reset buttons.
- Recoded starballs for reset buttons.
- Added levels for quite a few assist abilities.
- Added platform+, which adds an extra ridge.
- Added platform++, which adds another ridge!
- Added bounce+ and bounce++, each sending you higher.
- Added descent+ and descent++, each making you less impacted by gravity.
- Added slingshot+ and slingshot++, each giving you a slightly higher multiplier.
- Rebalanced almost every assist skin.
- You can now have multiple keys at once.
- You can now (for whatever reason) have multiple lost items at once.
- Keys and lost items now use the same, centralized system.
- Lost item goals now specifically check for the name of the item.
- Lost items and keys no longer have the text before them that shows you what they are.
- Resized and repositioned Star Listing ui to fit better with the sidebar.
- Moving or flip platforms can now be inverted (strictly a dev thing so i can design easier).
- Added a Star Button to the star index that brings you to the page of the area you’re currently in.
- Added a star index world id to every area in the game (i prob missed a few).
- Binded right clicking the sidebar icon for the star index to doing what the star button does.
- Ported every single rotating object to using Attributes instead of Vector3Values. (probably better memory i think idk its just easier for me)
- Added Swamp Lake. (Most optimizations were for this level actually, it was really laggy because it’s so large.)
- Added Sandstone Tomb. (This level was the easiest to make of the main 3 surprisingly)
- Added Archives - Realm of the Void. (Beacons were originally concepted for this instead of for archives 1, I backported them.)
- Added Cherry Trial. (This one had a really interesting development cycle, a lot of these levels did actually)
- Completely rewrote the way that cycleReset works to make it a bindable event. (Not entirely sure why this was a boolValue previously?)
- Ported thwomps over to my new LoadManager system (didn’t want to until i found out they checked ur position every frame lol)
- Added the ability to change your powerup timer font.
- Checkpoints now lose their handle surface on join, should increase performance i believe?
- Added a wip setting for proximityprompts on npcs.
- Light’s Tear no longer plays the star collect sound.
- Added button icons for Starball buttons. (Celestial_Archivist drew these)
- Added button icons for pushboxes.
- Fixed autojump being enabled on mobile. (This made pushbox super annoying!)
- Added Magmatic Furnace. (This level got completely remade in the later stages of development, Carl’s version was much shorter despite having a larger area. His version was never finished.)
- Dream Archive now has checkpoints (no-checkpoint design isn’t something I want anymore).
- Nerfed Candy Archive by a significantly margin (this one is on the chopping block).
- Added Sandstone Temple (This one took a while, I’m sure you can tell though.) (And with that, the update is finished. Thank you for actually reading through all of this.)
–Beyond this point is things I included as extra, these are not visible in the trailer as they were added after. - Changed the return to areas UI (not in the menu topbar, that needs a BIG revamp in the future)
- Added a setting for telling how many stars you have in each category.
- Completely rebuilt the entire Trophy Room in order to be significantly more compact (it will get several new rooms added, so I wanted to avoid the long hallway at the start.)
- Recolored the Frossile trophy to be the sleepflake.
- You can now click on the The Clocktower trophy (the one that’s not in the Trophy Room) in order to get the same dialog as the other trophies.
- Added searching to Assist Mode.
- More i forgot
Pretty big update, eh?
10.1 comes out in 3 days btw, get ready for even more buggy goodness!
Patchnotes for updates before 10.0 are stored below.