Starting to Plug In Consoles, Lots of Bug Fixes

Hi everyone!

Back this week with a short update, since 2/4 of us are away and there isn't that much new stuff to update with. Kyler is away on his honeymoon and we're all jealous from the pictures we've been receiving, and Alex is away for part of the week for American Thanksgiving. 

Consoles! Well, not this console. But we've finally plugged in our dev kits and are starting to figure out how to get the game running on them. Throughout the development process, we probably won't be able to share a lot of information because of non-disclosure agreements and because who we're working with and where we're at won't be public info. Apologies for that, but wanted to let you know that it's going to be a long-ish process and we're working on it!

Next up, we did some patches recently that fixed some things and it looks like they broke a bunch of other things. We're short-staffed this week as we mentioned, but we're working on those patches as quickly as possible.

We uncovered a few things that might have caused other bugs as well, so we're looking to do real fixes as opposed to slapping band-aids on the problems (which is never a good solution for any problem, unless that problem is that you cut yourself).

See you next week!

MIGS, CVAs and Thanks for the New Levels!

Hello world!

A few big things happened this week, and we wanted to share them with you. 

MIGS (Montreal International Game Summit) took place this week, Sunday to Tuesday. MIGS is sort of a mini-GDC, where we have international guests giving lectures, a large expo area with games, tech and services, and parties (of course).

During MIGS, we had some great productive meetings, and a healthy little bit of partying as well. The show is really great as it brings together people from around the world, but also allows Montreal developers and companies (of which there are very, very many) to meet when they might otherwise never do so.

Next up we have the CVAs (Canadian VideoGame Awards)! We were actually nominated for two categories: Best Design, and Best Innovation. This was super cool because we were up against games like Deus Ex: Mankind Divided, NHL17, Call of the Starseed, and Rainbow Six. 

Unfortunately, we didn't win... BUT we got some of the loudest cheers when they announced the nominees and our name was called, so that was pretty cool. The awards show was quite cool still, and we got to dress fancy which is always nice.

This week, we also wanted to give a huge thanks to our community and to Steam for making the Midweek Madness sale happen last week. We had a great week in terms of players and sales, and we're really happy that people enjoy the new Free Play and Level Sharing features. We had over 4000 levels in the first few days, so that's really encouraging for us.

Anyway that's all for this week, we're continuing to fix a few bugs that are lingering from the update, and we'll update you soon :)

A few of the Coolest Ultimate Chicken Horse Levels from the Community

In case you didn't know, we recently went on sale for Midweek Madness and with that, we launched two new mega features: Level Sharing and Free Play Mode. You can read about this our last blog post, which also explains how to input custom levels into your own game.

Anyway, for this blog post, we decided to gather a few of the coolest level codes and share them with you. Of course, we didn't have a chance to see all of the levels made by Ultimate Chicken Horsers so we're sorry if you think yours deserved to be in here. 

194J-EZXT: Horse's Mega Windmill

This is the level from the Free Play & Level Sharing trailer, in case you didn't see it. Now you can try for yourself! And now a couple from the community...

9USY-4KJH: Maze, by @ZeroJustice21 (from Twitter)

This level features a bunch of choices, some easy and some hard, some deadly and some... well... also deadly. Not exceptionally difficult, but still requires a bit of practice to complete. But hey, there aren't "lives" in this game so you're good!

UMAM-879W: Panic at the Disco V2, by Heytheremrguy (from Steam)

This is an extremely hard level, made harder by the fact that you can't see all the time. It features precision jumps, lots of barbed wire, and lots of death. Hint: if you hold B (or backspace) to switch to build mode and back to run mode, the background light pattern will change.