Main game changelog¶
Most notable changes to the game Rolled Out! will be documented in this file. Some part of the game are versioned separately from the game version however (such as config formats), and such have their own changelogs.
The format is based on Keep a Changelog
[0.5.7] - 2022-12-03 - New stages and various touch-ups¶
Oh hey it’s a new Rolled Out! update, would you look at that. Treat yourself to a whole pile of new stages, and some various tweaks and stuff we’ve been doing for the past while.
Yes we know Morris is still invisible, sorry! Patch soon..hopefully. I mean it can’t take 6 months again, right? Yeeah sorry about that - a lot of stuff has happened for me (Alice) in the past several months and (without getting too much into details), I just haven’t had the same kind of time as what I had nearer the start of the year - I haven’t abandoned Rolled Out, promise - this game’s still very much a passion project for all of us and I apologize for not really mentioning this sooner (it’s scary!).
Uses Unreal Engine 4.27.2
Uses stage config v0.6.0
Uses course config v0.2.0
Added¶
Enabled the Unreal Engine console (Press backtick to use it)
Stage times are now recorded more precisely (The game still simulates at 120 ticks/second, but on the last tick when crossing the goal, the percentage of the way through the tick in which you crossed the goal is now used for sub-tick precision)
There’s a new toggle for manual camera movement, if you prefer to control the camera with a joystick/mouse (Adjust sensitivity in the controls menu)
You can now bind DPad inputs, finally
Various new stages
Changed¶
The main menu now has unique music
Quaternions are now normalized when loading a stage config
Coins are now placed where their hitbox is, rather than above it
- Physics have been slightly tweaked
Because of this, we are wiping leaderboards for this update. Sorry! This will be the last global leaderboard wipe.
Some stages have been tweaked too
Removed¶
Removed ambient volume slider (it was never used)
Removed “Show level select” input binding (it was also never used aside from some old internal-debug stuff)
Fixed¶
The speedometer reads
---
instead of being empty when going over 999 speed unitsFixed issue where changing direction on UI sliders would sometimes skip values
The color picker hue goes from 0-1 now, instead of cycling 100 times from 0-100
Renamed color picker “lightness” to “value”, since it uses as HSV color model, not HSL
Animal voice volume now saves/loads correctly (instead of reusing the announcer voice slider)
High-res textures are now loaded in the character picker
The Other Realm background is less obnoxiously bright on Linux/Vulkan now
Ctrl-Shift-Click to create preview images for an entire arcade course no longer crashes
[0.5.6] - 2022-06-25 - Bonus stages!¶
With this, the stage config spec was updated to v0.4.0 and the course config spec was updated to v0.2.0.
Uses Unreal Engine 4.27.2
Uses stage config v0.5.0
Uses course config v0.2.0
Added¶
conveyor_local_velocity.x
/.y
/.z
,conveyor_uv_velocity.x
/.y
, andwind_velocity.x
/.y
/.z
are now animatable properties on a mesh nodeMeshes can now be marked as trigger volumes, where entering them can activate touch platform groups. See the stage config changelog for more info.
The course name and timer is now visible in Arcade mode
- Bonus stages are now in arcade courses, giving you unlimited time to pickup more coins and lives. These are randomly selected from a pool of bonus stages, and pause the Arcade timer so the randomness doesn’t affect runs.
See the stage and course config changelogs for more info on how bonus stages and bonus pools work.
Changed¶
Unreal Engine was updated from 4.25.4 to 4.27.2
Wormhole visuals no longer use a space texture
Fixed¶
Fixed cubic bezier animation curves sometimes stuttering
The course timer no longer keeps running on the “You’ve ran out of lives, do you want to continue in freeplay?” screen
[0.5.5.1] - 2021-11-27 - Visuals and animations hotfix¶
Uses stage config v0.4.0
Uses course config v0.1.0
Changed¶
Improved wormhole visuals and rendering
Improved reflective material rendering
Fixed¶
Fixed several lighting issues with the updated backgrounds
Fixed stage animation keyframe issues on Jumpy Options and Pop Quiz
[0.5.5] - 2021-11-16 - Visual overhaul, new characters, physics determinism, and more¶
We’re sorry to have kept you waiting, but we promise, we’ve got something good for you to chew on today! We bring you the ultimate gift in competitive, animal in ball style racing! DETERMINISTIC PHYSICS! We’ve overhauled our entire physics engine which takes a long time to ensure that when Multiplayer hits you all get the best experience possible. We’ve also overhauled a significant amount of the world backgrounds, polished up some stage visuals, and we’ve got a couple new friends for you to play as well! It’s time to roll up your sleeves and Roll Out!
Uses stage config v0.4.0
Uses course config v0.1.0
Added¶
- New characters for you to select
Flotsam the Axolotl (they/them)
Guava the Koala (they/them)
Rook Unit the Fieldling (she/her)
More events have sounds now (post-goal launch, 1-up)
Additional and updated VFX for several events
There is now a volume slider for the timer tick sounds
- New stages
Disarray
Changed¶
Physics simulation is now deterministic across different computers. This should allow for input-based replays and rollback-based multiplayer in the future.
The timer ticking sound has been changed to be more subtle
- Various stage layout changes
Adapter
Bridgemaking
Doorways
Revolver
Rollers
Tiltstacles (now called Seesawbsticles)
Seesaws
Up & Up
Warrior
Zigzag
Pattern
Not-So-Quicksand
Jumpy Options
Pyramid of Pain
Sandy Panels
Watch Your Step
Boost Through
Dart Cannon
Frantic
Funnel Cake
Manual Power
Mechanical Configuration
Windmills
Foursquare
Holes
Lateral Rungs
Pathing
Return
Fling Rings
Crescents
Levels
Spinner
Blossom
Future Time
Scary Fall
Teacups
IL leaderboards have been cleared on the above stages where the change results in any practical difference in how the stage is played for a speedrun
Besides the above, a lot of stages got a visual overhaul (but otherwise play the same)
Many backgrounds got a visual overhaul
The control binding UI has been tweaked to fit in slightly better with the existing UI theme
Deprecated¶
The
none
seesaw axis has been deprecated in stage configs - see the stage config changelog for more info.
Removed¶
Removed Desolation Goal Post Test
All course leaderboards cleared except for Cozy
Fixed¶
When getting a time on the leaderboard, rank recalculation now skips over ranks appropriately (Eg: going #1, #2, #2, #4 instead of the old behaviour of #1, #2, #2, #3)
[0.5.4.1] - 2021-07-30 - Bug fixes and more beginner levels¶
It’s 0.5.4.1 Why are we delivering this patch in parts? What does this mean for you, the player? Does Veronica from my math class actually like me, or am I reading their signals wrong? Well, we’re going to answer a few of these questions, at least. For now, let’s talk about 0.5.4 part 1.
Never rolled an animal in a ball before? Good. That’s normal. But it means you might have some trouble playing this game… Twilight has been hard at work to make a new set of beginner levels to help players new to the genre develop some animal-filled ball rolling abilities. Crue has also been hard at work improving the menus experience for controller players. It’ll be a lot easier to adjust your bindings through the in-game menus, now.
So, we’re implementing something called Fixed Point Math. Most 3D math is done using ‘floating points’, which are a computer’s way of representing a number with a fraction. But they aren’t always deterministic between different computer types - doing the same calculation across different processors might have a slightly different result. Fixed Point Math will eliminate that divergence, so what happens on your computer will happen in the same way on your buddy’s computer, and their buddy’s computer, ad.infinitum.
Having this level of consistency in our math is no easy feat, but it makes things like replays and multiplayer possible. Your gameplay, replays, and your friend’s gameplays will all sync up perfectly based on inputs alone. This is all in service of allowing us to have stable, low latency replication, alongside consistent replays. And if we do it right, you won’t notice a difference in how the game plays or feels.
It isn’t ready quite yet, though… we have to replace a lot of math in our code, and it’s long and tedious work. Consequently, we opted to split what would be patch 0.5.4 into three parts. Part 1 is more levels, and open communication about what we’re up to. Part 2 is finally getting Fixed Math in your hands, and then part 3 will be the long awaited multiplayer update. We hope you’re as excited as we are, until then please enjoy the new levels.
If you have any questions, feel free to ask us on Twitter, or on Discord!
Uses stage config v0.3.0
Uses course config v0.1.0
(The game calls itself v0.5.4 for this version)
Added¶
15 new beginner friendly levels
Added left and right arrow graphics to the options menu
Added checkbox graphics to the options menu
Changed¶
Changed the Ball Trails button to say coming soon when clicked
Wormholes which aren’t being actively rendered now use an opaque material
Fixed¶
Fixed a bug that caused some levels to display a soft lock message after restarting a stage from the pause menu
Fixed being unable to navigate off the Customize Ball Window with a controller
Fixed being unable to adjust controls in controller mode
[0.5.3] - 2021-06-04 - The online leaderboards update¶
Felt cute, might upload our times later. It’s the long-awaited Leaderboards Update! Leave your friends in the dust as you rush through every stage at maximum speed! As soon as the update goes live you’ll be prompted to opt into the leaderboards. So opt-in and start running for your spot on the top of the leaderboards. As always, your feedback has been instrumental in our development. So please, keep requesting features and reporting bugs via the suggestions chat in our Discord, and via our public GitLab!
Uses stage config v0.3.0
Uses course config v0.1.0
Added¶
- Online leaderboards now exist
Log in with steam
Submit times/scores for stages and courses
View top times/scores for stages during gameplay (There’s a new option to view a mini leaderboard in-gameplay, defaulted to off)
You’ll be asked if you want to participate in the leaderboards on first launch after the update
View leaderboards at https://scores.rolledoutgame.com
Animal voices get their own volume slider now, instead of being grouped in with the announcer volume
The timer now plays a ticking sound every second
If the game suspects you managed to get into a softlock position, you will now be prompted to pause and restart the stage
- The UI now has various hover and press sound effects
If you don’t like these, they have their own volume slider too
There’s a new accessibility option to always show the ball trajectory
Changed¶
The customization UI has been reworked to fit in with the rest of the game’s style
Camera turn multiplier can only be set to a limited handful of fixed values now
The default stage tilt multiplier was changed from 0.65 to 0.6
Fixed¶
The texture mishap in 4-D has been fixed
Fixed specular in Touch Activation
Fixed goal collision in the Desolation world
Fixed collision issue in Frantic
Fixed misaligned spawn and goal locations in Peek-A-Boo
Fixed Unreality world lighting
- Various UI quirks have been fixed
Scroll bar handles no longer extend past the end of their background
[0.5.2] - 2021-04-24 - The accessibility update¶
Custom balls? New stages? Accessibility options? You want it? It’s yours my friend, so long as you have enough bandwidth. In response to your feedback we implemented some accessibility options. Stage tilt multiplier should help people who are prone to motion sickness, and you can now dim the backgrounds on a per-world basis! If you’re looking to express yourself a bit, we’ve also enabled the ability to pick and recolor your ball! Now you can roll around in a spike ball, or a cube, or even a series of floating orbs combining to make a singular orb! Remember to keep sending us your feedback, as it’s extremely valuable in determining what gets tackled next!
Uses stage config v0.3.0
Uses course config v0.1.0
Added¶
Warp goals (goals with a
warp_distance > 1
) now have particle effects- There’s a few accessibility options now!
Stage tilt multiplier is now an option, if you want to reduce the amount of tilting
You can dim the brightness of backgrounds per-world now
- New stages:
“Abduction”, located in Candy Factory
“Crescent Rider”, located in Candy Factory
“Dart Cannon”, located in Candy Factory
“Ramp Rush”, located in Candy Factory
“Sierpinski Seesaws”, located in Virtual Reality
“Twin Inversion”, located in Ice Cave
“Neapolitan”, located in Heavenly Chamber
“Diving Wire”, located in Vortex
“Double Helix”, located in Vortex
“Perpetual Passage”, located in Vortex
“Gyro Engine”, located in Desolation
When focusing, you now get a trajectory visualization
Added character/ball color customization - the UI’s a little jank right now (it’s an old holdover from September 2019 ;3)
Your character is now displayed on the minimap, over your ball
In the pause menu, you can now restart an arcade course from the beginning
Exiting from practise mode will now drop you into the practise menu, instead of the title screen
Changed¶
- Changed layout of the following stages:
Tripledecker
Obstacles
Canister
Gyro Engine
Little Seesaws
Sandy Panels
Watch Your Step
Return
Pathing
Holes
Crescents
Roiling
- Adjusted cycle of the following stages:
Safe Zones
Reordered the ‘Standard’ and ‘Challenge’ courses slightly
Menuing on the pause menu can now focus disabled buttons - this should help with not hurting muscle memory when, say, you want to change options while “restart stage” is disabled
Fixed¶
Character rotation should be less jittery now (This was caused by ball rotation and character rotation being desynced, the former happing at a fixed 120 Hz and the latter happening every frame)
Fixed sunlight specular for the ball on MasterMap
Fixed wind particles disappearing seemingly at random
Fixed the live preview for camera options being broken in 0.5.1
Fixed camera pitch calculation not accounting for the user’s pitch offset when determining max angle
[0.5.1.1] - 2021-04-07 - Fixed Fling Ring visuals¶
Uses stage config v0.3.0
Uses course config v0.1.0
Fixed¶
Fixed “Fling Ring” having way too much bloom
[0.5.1] - 2021-04-06 - Whole bunch of bugfixes and responses to your feedback¶
Patch 0.5.1 is mostly focused around responding to player feedback regarding some stages, fixing some options, and correcting some of the more obvious bugs. Your best scores are now saved, and menu music has been added! We also fixed a couple of crashes, did a couple of things that may help increase performance, and even changed how your times are displayed. Please continue to provide feedback and bug reports through the Discord, email and GitLab!
Uses stage config v0.3.0
Uses course config v0.1.0
Added¶
VSync is now a toggle in the options menu
When playing a course in arcade mode, the UI now shows what stage number you’re on
Selected worlds/courses are now highlighted when browsing the practise/arcade browser UIs
When stage config parsing fails, you now get a message dialog explaining why
Added a toggle to disable wormhole see-through - may be useful on low-end machines
Added “Are you sure?” dialog when trying to exit out of gameplay
Added in-game log for indexing/stage errors (Hit F4 to toggle between hidden, errors-only, and all messages - hit F5 to clear)
Best course scores are now saved
Added menu music - it’s the Tranquility music for now
Fallout volumes are now functional
Changed¶
The framerate cap slider in the options menu now goes up to 240 (up from 120), beyond that makes the framerate unlimited
The default framerate cap has been changed from unlimited to 120
The coin count in the game HUD now uses at least 2 digits, to line up with how the life counter uses at least 2 as well
Improved lighting in Desolation
Tranquility BG shrunk dramatically
Ice Cave BG shrunk dramatically
- Changed layout of the following stages:
Sticky Floors
Conveyor Belts
You Will Love This Level
Carved Tube
Seesaws
Springs
Tunnel Fall
Back & Forth
Get Over It
Tiltstacles
Icy Bridge
Wire To You
Landscaping
Canister
Planeswalking
Turning Wire
Squiggly
Touch Activation
Pattern
Watch Your Step
Funnel Cake
Flower
Crescents
Skate Tricks
Interwoven
What Goes Up
Walkways
Branches
Levels
Teacups
Swervy Pistons
Hourglasses
Beholden
Centripetal Jumps
- Changed cycle in the following stages:
Jumpy Options
Fling Rings
Archway
Peek-a-boo
Not-So-Quicksand
Sunken Wire
- Reduced wind strength in the following stages:
Crosswind
The Cure
Made latter two seesaws in “Foursquare” a little less aggressive
“Snake” renamed to “Wavelength”
“Link” renamed to “Basics”
“Conveyer Belts” renamed to “Conveyor Belts”
“Icey Bridge” renamed to “Icy Bridge”
“What The Hell Do I Name This Thing” renamed to “Decomposition”
“Quicksand” renamed to “Not-So-Quicksand”
“Punched” renamed to “Swervy Pistons”
The “Course complete!” dialog now shows milliseconds to 3 decimal places, instead of 2
Times in the UI are now formatted like
00h 00m 00s 000ms
, instead of00:00:00.000
Fixed¶
You can now unlimit the framerate again from the options menu if you change it from the default
Fixed crash if there was no audio device to output music to
Fixed bug where input was occasionally ignored for a frame after the timer started
Fixed some randomized announcer lines never playing
Ticking is now paused when loading in world backgrounds - this should help with spin-in cutscenes appearing to start halfway through their animation on weaker machines
Fixed geometry hole in “Crescent”
Fixed geometry hole in “Decomposition”
Fixed random erronous gravity flips in “Inverse”
Fixed missing touch platform material animations in most touch platform stages
Fixed broken animation in “Roiling”
Fixed missing goals in “Destruction”
Fixed flipped wormholes in “Planeswalking”
Fixed flipped wormhole in “The Cure”
Fixed crashes in “Scoopers”, “Tracks”, and “Blades”
Fixed missing stage previews
The game icon is now the Rolled Out! icon, instead of the Unreal Engine one
Input button states are now cleared during loading sequences - no more holding W before a loading time and having the menus go crazy when it finishes loading
Minor sizing tweaks to the arcade menu
Fixed various crashes/issues in the arcade mode menu, where it was possible to start a course beyond its end, or try and start a null course
If you finish an arcade course but don’t start at the beginning, the run is disqualified and scores are not saved
Fixed best times/scores not being saved
[0.5.0.1] - 2021-03-26 - Hotfix for controller diagonal inputs being too weak by default¶
Uses stage config v0.3.0
Uses course config v0.1.0
Fixed¶
The default joystick axis multiplier for ball movement is 1.5, up from 1.0. Old input bindings with a ball movement multiplier of 1.0 will be changed to 1.5 (though you can change it back if you prefer, and the game won’t change it again).
[0.5.0] - 2021-03-22 - It’s the Early Access release!¶
With this, the stage config spec was updated to v0.3.0.
Uses stage config v0.3.0
Uses course config v0.1.0
Added¶
Added a loading screen during game startup/map switches
Bumpers and springs now make sounds when activated
The Desert Ruins world now has its own music
The Tranquility world now has its own music
A “Continue in freeplay” button when you run out of lives in arcade mode
Changed¶
Removed non-functional restart button/leaderboards from the arcade menu for now
The bloom option now goes Off/Low/Medium/High/Epic/Cinematic, instead of being a checkbox between Off and Low
Several changes to several stages to improve quality of life in either aesthetics or difficulty curve
Auto-bound controllers now also can use X to focus. This only applies to new controllers, not ones that have existing bindings saved already.
The speedometer numbers are almost black now, instead of red (closed to a typical 7-segment LCD, except no 7-segments yet)
Fixed not being able to press any button on the title screen after backing out from gameplay
Removed¶
The motion blur option was removed - it doesn’t even look right at any intensity, the ball always ends up blurred despite always being in the center of the screen due to how Unreal handles motion blur.
Fixed¶
Fixed crash when twiddling with sliders in the options menu mid-gameplay
The bloom setting now persists between runs of the game
Character now animates correctly again
Character spawns facing the right way
Warp goals (goals with a
warp_distance
that isn’t1
) now workThe speedometer no longer halves when in focus-mode
The zoom level text (the
?x
text in the blue circle next to the minimap) now shows the actual zoom level (1x/2x/3x
), instead of being fixed at1x
.Pressing the back bind when focused on “START” button in the practise menu takes you back to the level grid, not the world list
[0.4.5] - 2021-03-18¶
Uses stage config v0.2.0
Uses course config v0.1.0
Added¶
You can no longer rapidly pause, again (there’s a 1s delay after pausing where you can’t pause again)
Added a small watermark indicating that this is a beta
Saved/InputBindings.json
is now saved when you quit the game, instead of only when opening up the bindings menuSprings now animate in the direction of their impulse when touching them (just visually, their collision doesn’t change)
Conveyors can now follow the UVs of an object (See the stage config changelog for more info)
Material scalar/vector2/vector3 properties can now be animated (See the stage config changelog for more info)
You can now speed up the stage spin-in (default bindings are return/spacebar on keyboard, or A on a controller)
Controllers now work on Linux
You can now adjust settings during gameplay, from the pause menu
Finishing a course/running out of lives now shows a UI with your time and score, instead of booting you to the main menu
Added a button in the options menu to edit input bindings
The custom levels buttons now directs you to the documentation
On Linux, the game now forces windowed mode (this is currently a workaround for an engine bug where unmiminizing the game crashes - in windowed mode, the game won’t auto-minimize when you tab out)
You can now hit F2 anywhere to report a bug
Several new stages added
Changed¶
There have been breaking changes in the stage config, see the stage config changelog for more info
Spin-in camera has been adjusted to consider height
Many stage updates
Updated spawn particle/sound effects
UI should scale better now across various resolutions
You can no-longer retry during the spin-in (so the speedrun strat is no longer to burn your lives for a faster spin-in)
The Arcade mode courses have been re-structured for better difficulty progression and flow.
Fixed¶
The minimap no longer disappears on respawn
Stage thumbnails are now cached so we’re not hitting your drive whenever needing to reload them - should also fix the issue of absurd memory usage when flipping through practise mode pages
Removed small invisible collision underneath wormholes
XInput controllers should no longer have 2 bindings for the pause menu (causing the pause menu to open and close on the same frame) - You might need to delete
Saved/InputBindings.json
if that file exists after updatingYou can no longer bind internal navigation keys in the input binding menu
Goals/coins/etc. disappearing near the edges of the screen is no longer a thing
On Linux, RuntimeAssets will be renamed to all-lowercase on startup. This should help with the case where you may have installed the Windows version of the game (with Proton) which had uppercase runtime asset filenames, and then later switched to the native Linux version.
[0.4.4.5] - 2020-11-19¶
Uses stage config v0.2.0
Uses course config v0.1.0
Added¶
A transparent dither mask is now applied on opaque stage surfaces which are likely obscuring vision to the ball, to increase visibility in some situations
Known controllers are now auto-mapped on on launch/when plugged in
There are new keybindings for menu navigation - you should be able to use any controller to navigate the UI now, once bound
Aurora effect added to BG in Foggy Mountains
Wind VFX and sounds are now in
Changed¶
Radius = 49.9 -> Radius = 50.0
QuicksandFloorScaledRestitution = 0.2 -> 0.15
QuicksandFloorConstantRestitution = 0.40 -> 1.0
BaseFriction = 0.521124240782063 -> 0.62
BaseIceFloorFriction = 0.9512195131592563 -> 0.95
BaseQuicksandFloorFriction = 0.38528175472354714 -> 0.15
BaseStickyFloorFriction = 0.017108391564441952 -> 0.017
Fixed¶
Stage tilt no longer animates when paused
- Minimap now functions more correctly, including gravity floor levels… on first load. After that, it vanishes
Also fixed far-clip-plane issues on the minimap
VR materials show up too now
The field-of-view through wormholes now matches the main field-of-view
Prevented stage objects from being culled near the edges of the screen
Coins now respect the player’s gravity direction when collected, instead of always animating towards the world’s up direction
The mouse cursor should now always be visible on menus
The arcade menu now displays the correct best time for the selected course
The game no longer crashes if you hit “START” without selecting a level in the practise menu
[0.4.4.2] - 2020-10-29¶
Uses stage config v0.2.0
Uses course config v0.1.0
Added¶
New material for ice surfaces
New models for bumpers and switches
Camera settings (FOV, pitch offset, height offset, distance offset, turn rate multiplier)
Changed¶
The pause binding now activates when you press the key, instead of when you release it
Focus mode can no-longer be used when not in gameplay (eg: during the spin-in/after you’ve goaled)
Pressing escape will now pause the game by default (in addition to the Q keybind)
Fixed¶
The quick-retry binding now works again to retry a stage
Coins hide after picking them up
The speedometer now says
???
if you’re going above 999 speed units, instead of truncatingManually restarting in practise mode resets the score and coin counters now