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Menu: Using the menu to go back to the main level while the loading of the new level is taking place leaves some post process effect on the screen.
Menu: Input mapping let you choose the same key for all directions. Input mapping let you remap left mouse button.
Droids: Door in part 1 can push player outside.
Desert 1: Redo rocks in corner so people don't get stuck behind them.
Cube: Correct switching between bridge heights. Remove dice effect from the tower blocks.
Cube: Back of combination lock was clickable.
Desert 3: Hold player still while forcing look at top of tower.
Main: Viewer scanner sound set to loop more seamlessly.
Main: Lift, always use different floor plate.
Toytown: Forge fire left spawned and appeared in Woodland Ruins level.
Boxes: Now possible to travel directly up and down.
Toytown: Sometimes possible to click holo-projector before it switches on.
Climbing cubes: Closed a logic loophole in level 6. Guide updated.
Climbing cubes: Stop multiple overlap on ladder climb.
Woodland ruins: Possible to get out of play zone.
Maze: Player can get too near the sphere.
Desert 3: Player can get too near the light box ( nighttime ).
Desert 2: Was possible ( with a great deal of dedication ) to leave the level in an inconsistent state.
Desert2: Temple puzzle now has multiple routes through.
Desert2: Change the look of the temple lift button ( some players though it was part of the puzzle ).
Desert3: Bridge puzzle now much more resilient to spamming ( running around hoping to hit a combination ).
Desert3: Camera look at top of tower on start of bridge puzzle now has zoom.
Islands: One of the large rocks was fuzzy on some systems.
Fin: Now possible to restart game by returning to main level.
Tomb: The tile lights moved the player slightly.
Maze: Some parts of level 3 also moved the player slightly.
Maze: Sphere would spin a lot sometimes.
Climbing cubes: Level 4 wasn't enough of a leap - fixed.
Droids: Level 2: It was possible to change the orientation of the opposing mini-droids before even seeing them.
Droids: Level 2: Move opposing mini-droids smoothly.
Droids: Now more than one way of completing level 3.
Main islands: Warp tunnel won't stop on first click when returning from another level.
Toytown: Hologram button sometimes works on first click for wrong combination.
Climbing cubes: Remote now always works once a remote cube is lit.
Main: Allow a little more space under bridge for player. Plus a few small cosmetic changes.
All areas: Now easier to click on small objects.
Desert 3: Align girders before lift sequence.
Desert 3: Move player further from laser timer indicator and main console.
Desert 3: Bridge puzzle, the player now has 'smaller feet'.
Snow: Laser color button on the clockwork ball sometimes started with the wrong color when returning from the menu.
Main islands: Periscope could be pressed more than once during transit.
Climbing cubes, Desert 3: Directional help arrows on controls
Desert 3: Bigger hint on the nature of the temple lift.
Maze: Change orb orientation.
Desert 3: Enlarge click space on laser chooser
Climbing cubes: Fix cube alignment.
Climbing cubes: Mouse direction indicators no longer change when lever moves.
FOV added to menu ( can also change during game with page up / down ).
Desert 3: Was possible to turn the flywheel before the door had closed properly.