Day Ninety

There’s 10 days to go.

10 days.

The alpha testers have Steam keys, the game is in their library and they are playing and earning achievements.

A few alpha bugs have been fixed, and there’ll be a final public beta starting on Friday.

I can’t really do much work on the game this week, it will be small fixes and improvements here and there til Saturday.

This is… weird 😂 it feels a bit like the end of exams, I’ve still got that last minute cram to finish the Tetrapod and start the Octagon, but I’m actually almost there? There’s an end in sight. I don’t really mind how many sales it gets, I just want this thing done now 😂 and there’s going to be a long tail of extra content and bugfixes, but once it has been properly released it will be a huge load off my mind. I won’t go to bed dreaming of these shapes with googly eyes. I won’t see bullet patterns every time I close my eyes.

Anyway, today I fixed a couple of bugs from the alpha.

  • a controller disconnect issue: the game needs to store the previous input state and currently selected UI gameobject and re-set those after the controller reconnect dialogue pops up.

  • triangle/laser interactions being hilariously messed up - local position and rotation, plus time scale weren’t reset, so if you lasered while it was in slomo for the triangle intro, they would be separated and everything would run slowly. Or it started aiming and the “tell” object never disappears. Oops! Easy to fix though.

What’s next?

A few more days of frustratingly small changes and improvements, before this weekend’s huge push for content. On Wednesday (a week tomorrow!) I want to have the game submitted to certification and Steam review. I’ll do an iOS/macOS/Apple TV app store release later in the month, but I want the promised platforms done immediately.


I hope you enjoyed reading about my Polyfury progress. If you have any questions or thoughts, please feel free to leave a comment below. Thanks for reading, and maybe check out the demo:

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Day Ninety One

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Day Eighty Nine