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risingslash · 4 months
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From the update page:
Version 1.2.6r is Live! Massive Bugfix Update! We hope everyone has been doing well this year!
This new update for Freedom Planet 2 includes hundreds of fixes and tweaks based on feedback from our community over the past year, as well as a few new display options. Thank you all so much for helping us polish Freedom Planet 2 even more, and we hope you have the best and safest of holidays!
General
Significantly reduced lag for the first time Lilac guards after the game is booted. This fix also affects the first time Neera loads into a stage, or the first time Carol dismounts from a bike.
Fixed an issue where the player would be locked in place and repeatedly take falling damage if they fell while overlapping terrain on another layer.
Instructions text regarding maximizing height while playing Milla has been adjusted to reflect how to gain the maximum height while playing her.
Small terrain adjustments have been made to Bakunawa Rush to prevent certain layering issues from occurring.
Fixed an issue in the Adventure Mode map screen where the player character would be standing on water when returning from a specific end-game area.
Fixed a minor issue where Bakunawa Chase showed an empty Vinyl icon in Classic Mode.
Fixed a minor issue where Guard Trial's name was incorrectly displayed as "Dodge Trial" in Classic Mode specifically.
A few typos have been fixed in various areas, including the guide menu and the gallery.
Fixed an issue where certain icons would sometimes not display properly in the Records menu.
Fixed an issue where Lola would not show up properly in the Citizens list (she will need to be visited again to show up).
Fixed an issue where chests with items would behave strangely if the player moved too far away upon opening them.
Fixed a bug where the background would flash on certain stages if the screen shook while the player was at the left or right edge of the stage.
Fixed an issue where auto guard would not activate when the player had a shield active.
Pausing is now briefly disabled immediately after the transition begins when opening a door, to prevent a specific visual glitch from occurring.
Some assets now appear slightly more crisp due to having their Filter Mode changed.
Fixed a very minor visual issue where all shield boxes, when broken, would emit the particle meant only for wood shields.
Fixed an issue where the cutscene that would play after selecting Sky Pirate Panic wouldn't immediately skip when the Skip button was pressed.
Player characters now will be immediately turned in whatever direction is currently held when the player issues an attack command while on a grindrail.
Fixed NPCs ignoring enable and disable story flags for dialogue topic options, causing those to always be available at all times despite story events.
Fixed the contents of first line that is displayed in the dialog box to be immediately displayed in full when the player starts talking to any NPC the 2nd+ time due to reading stale input.
Player and player-related animators are now initialized at some point during game's start to avoid hitches in case these animators were to be initialized during gameplay.
Photomode now correctly captures lighting if it is present in the stage.
Fixed voicelines not being stopped correctly in non-generic cutscenes when pausing.
Reduced height of player's splashes on water's surface.
Fixed some stage gimmicks overriding player's flashing timer.
The screen should no longer shake if certain types of projectiles and rockets explode far enough as to not play the explosion sound.
Hopefully fixed some more bugs related to the process of creating and deleting savefiles.
Fixed some inconsistencies in behaviour under different framerates: -- Edited Spark Emitter code to potentially fix inconsistencies in spark spawning behaviour. -- Fixed Astral Golmech's jump height being higher at higher framerates. -- Fixed Corazon 2 dash's vertical velocity after wall sliding being lower at higher framerates. -- Fixed Durugin's fists flying too high up at higher framerates. -- Fixed Fire Hoppers' jumps and torches flying too high at higher framerates. -- Fixed Flamingoes' steps being much wider at higher framerates. -- Hopefully fixed Line Cutter's emerging and retracting behaviour at higher framerates. -- Fixed Wood Hoppers' jump height being affected by gravity too much at higher framerates. -- Fixed Shadow Armory switches being decelerated too much at higher framerates, forcing Askal to punch that one golden platform more times than intended. -- Fixed Rocket Sleds being too fast at higher framerates. -- Fixed Lancer in Airship Sigwada's background ascending and descending too quickly at higher framerates. -- Fixed various color cycling objects, such as police lights, changing colors too quickly at higher framerates. -- Edited Neera's ice floor spawning behaviour. -- Hopefully fixed crocs' movement in Fists of Frog game.
UI
Implemented new Screen Setting: Internal Scale. This setting is responsible for the size of the render textures that various layer cameras render onto. While the main game's window size stays the same, this setting can make the image more smooth and lessen the effects of dithering artifacts, at the cost of potentially making some parts of the image blurry. Shout-out to Johnny on Flame for the original mod. Note about Internal Scale setting: if your game window's size does not match the game's native aspect ratio, or you want to lessen the effect of dithering artifacts, 2x internal resolution scale should be sufficient to provide better-looking visuals without significantly affecting performance. Increasing internal scale above that may put significant load onto your GPU at some moments, heavily degrading the game's performance; it is recommended to use higher settings only if you have a capable GPU.
Implemented new Screen Setting: Borders. This setting alters how the game renders itself into its window in case the window's size is not an integer multiplier of its native 640x360 resolution. --- "None" option stretches the game's image fully into the window, ignoring its native aspect ratio. --- "One Side" option stretches the game's image into the window in such way as to preserve its native aspect ratio and introduce blank borders only to one side of the screen - either letterboxing (horizontal) or pillarboxing (vertical) the image. --- "Both Sides" option shrinks the game's image within the window in such way as to fit the largest possible native resolution multiplied by an integer into it and introduce blank borders to both horizontal and vertical sides of the screen - windowboxing the image.
The game now keeps track of the window resolution and stores it in the settings file.
Assist Settings menu moved from Main Menu to the new savefile creation sequence, as Assists are individual for each savefile.
Added general description text for Assist Settings when creating a new savefile.
Added general description text for Starting Item Set menu when creating a new savefile.
Updated Guide for each character that is available via Pause Menu; added a page for each character's Special Item.
Changes made to assist settings in the main menu will now carry over when creating a new save.
Fixed an issue in the File Menu where, if the player began creating a save, then backed out, then immediately attempted to create a new save on that same slot, they would instead load the file and be taken straight to a new game.
The Photo Album will now display which buttons the player can press in order to flag their photos for deletion.
Minor punctuation adjustments have been made to the Shields page in the Instructions menu.
The track name "Boss - Clockwork Arboretum" has been adjusted to "Boss - Arboretum" so that it fits appropriately in the jukebox UI.
Fixed a minor issue where the game would show a par time of 10 minutes for stages which hadn't been unlocked yet in the Records menu.
Fixed an issue where the description for the Music Shop in Classic Mode stated that Vinyls could be purchased with Gold Gems rather than crystals.
Lilac
Can now continuously perform normal attacks if the attack button is held down.
Fixed Dragon Boost flame effects not having correct offset during cutscenes.
Carol
Slightly raised the vertical speed cutoff point for Carol's Low Kick attack from 0 to 2 to get rid of a specific interaction with grindrails where player could gain momentum through mashing.
Milla
Reworked internal interactions with shields and cubes.
Shield Blaster / Cube Blaster fire rate is now capped at approximately 7.5 shots per second.
Milla can now autofire Shield Blaster / Cube Blaster at maximum fire rate when the player holds attack button with the Barrier out.
Reduced fire rate of consecutive Super Shield Bursts (when Milla has multiple cubes) and reduced invincibility time that is given to enemies that are hit by Super Shield Burst to be approximately equal. This will make it much easier to hit an enemy with every single Super Shield Burst when having multicubes, without some of the Bursts missing due to enemy being invincible from a previous Burst.
Milla can now softjump with her Barrier out.
Fixed Super Shield Burst knockback direction sometimes being incorrect.
Fixed Super Shield Burst firing in a wrong direction when Milla is on a steep slope or ceiling.
Super Shield Bursting downwards when on the ground should now lift Milla off the ground.
Fixed Cube Blaster's damage dropping off earlier than intended when the main cube changes size.
Early Guard cancelling a Super Shield Burst will no longer affect the size of the next cube in the stack of multicubes.
Changed Barrier's positioning code to have an anchor point and distance away from it (similar to polar coordinate system) so that it would correctly position itself when Milla is on a slope.
Shadow Milla's Barriers and Super Shield Bursts now properly have an outline.
Fixed an issue where Pacifist Pooch was sometimes unlocked when certain bosses (particularly Duality) were not actually defeated with the conditions met.
Basic Tutorial
Added a tutorial TV for Milla's Shield Blaster / Cube Blaster autofire.
Fixed TVs displaying Milla's Cube Blaster failing to display the proper sequence.
Raised the upper parts of terrain to prevent the player from skipping parts of tutorial by going over them.
Dragon Valley
Fixed a case where the player could get caught inside a wall in Dragon Valley.
Proto Pincer's bounce speed now scales up slightly less as its health decreases.
The camera in Proto Pincer's boss fight arena will now gently lock on to the boss's horizontal movement.
Fixed other minor visual and collision issues.
Shenlin Park
To prevent the player being either softlocked or in a difficult position to recover from as Neera, a small handful of the pipe tunnels will briefly lock the player's input after launching them.
Somewhat fixed discrepancies with the amount of projectiles fired by Tower Cannons.
Fixed small graphical errors.
Royal Palace
Altered Askal's first dialogue in the tavern if Neera is the player character.
Altered dialogue when looking at Syntax body that is available after finishing Shuigang arc to be character-specific.
VA clips in the Battlesphere commercial now properly adjust their volume according to VA volume settings.
Avian Musem
Fixed an issue where the game could potentially softlock if a lagspike occurred shortly after a Drake Coccoon was defeated.
Fixed an issue where Kakugan could be locked in place while going into its pinch mode if it was being hit by Elemental Burst damage.
Airship Sigwada
The camera in Corazon's first boss fight arena will now moderately lock on to the boss's horizontal movement.
Fixed an issue where players could potentially softlock themselves if they leapt into the bottomless pit immediately upon gaining control after the rocket setpiece at the start of the level.
Increased Activation Range for the set of doors and keyblocks before the second Lancer encounter in Airship Sigwada to prevent Mantises contained between them from occasionally escaping that area.
Phoenix Highway
Fixed an issue where certain Bubblorbiters would not have their orbs when the player restarted from checkpoint.
Fixed a potential softlock.
Zao Land
Fixed a few collision issues.
Battlesphere Lobby
Fixed elevators being drawn on top of the elevator shaft when they are ascending to the arena.
Fixed some duplicated dialogue on some NPCs; added some missing dialogue lines.
Fixed Ming's dialogue structure that would prevent her from saying new lines.
The Battlesphere
Light adjustments have been made to the camera in the battlesphere rematch for Beast One and Beast Two.
Cleaned up some small movement and camera issues in the battlesphere rematch for Corazon 2.
Adjusted the camera in the battlesphere rematch for Merga's armored forms, to better suit the space the player actually has to move around in.
During Captain Kalaw's battlesphere rematch, he will now initiate his second phase much faster after being defeated in the first phase.
Fixed an issue where the background in a few battlesphere levels would not react to the BG Motion setting
The Battlesphere menu music now loops seamlessly.
A unique icon has been added for the Battlesphere challenge Battlebot Revenge.
Fixed a minor collision issue in Beginner's Gauntlet.
Fixed an issue where the player could potentially get stuck in the ground near the end of Flip Fire Gauntlet.
Made an extremely minor terrain adjustment to the beginning of Rolling Thunder.
The unkillable Flash Mouth enemy on top of the arena of "Blast from the Past" Battlesphere challenge now has its hitbox disabled and blockbox enabled to more clearly show that it's invulnerable.
Fixed various potential issues with indices and offsets in Arena Challenge Select Menu.
Fixed challenges that are completed by crossing the finish line giving incorrect rewards.
Sealed the top part of Corazon 2's arena.
Changed reward for Bubble Battle challenge from 750 to 700.
Locked challenges should now hide their rewards.
Switches that control moveable goldblock terrain in Rolling Thunder challenge now move themselves and affected terrain slower, allowing more fine control over terrain positioning, while also lowering the risk of collision issues with conductor block if it placed on top of moving terrain.
Lemon Bread should no longer be visible for 1 frame on activation.
Tiger Falls
Addressed some minor collision issues with waterfalls.
Fixed an issue where the player could walk back into the area with rising terrain, encountering several walls with no collision.
Fixed a minor visual issue with one of the tiger statues.
Guard Trial
Leaving Guard Trial early via Pause Menu should no longer boot the player into Main Menu.
Robot Graveyard
Fixed a minor collision issue.
Fixed an issue where Lilac would appear at an angle if she diagonally boosted into a hangbar.
Mountainside Detour
Added the Exchange option to Chloe, allowing the player to get Gold Gems from her directly, instead of this option only being available via Quick Shop.
Globe Opera
Beast One's bubble projectiles now explode properly when making contact with ground.
Globe Opera 2
Fixed a potential collision issue with keyblocks in Globe Opera 2.
Fixed a case where the player could get caught inside a wall in the Shenlin Park section of Globe Opera 2.
Fixed an issue where the balloons attached to a specific balloon block in Globe Opera 2 would make no sound when popped.
Fixed a minor layering issue.
Moved the Macer in the first room with three plugs away from the spring to prevent its spike ball from continuously attempting to bounce off of it.
Auditorium
Fixed an issue where the game could potentially softlock if the player ran up one of the walls during BFF2000's KO explosion.
Fixed an issue where BFF2000's fireballs could potentially deal a large amount of damage if multiple overlapped the player at once.
City Hall
Added collision and pushers to the entrance of the hub. One of the pushers should prevent players from losing their velocity if they enter the front door too quickly and hit the wall collider before the exit zone warps them.
Tweaked the camera hotspot overlooking the front door to not show brick walls to the right of the front doors.
Tidal Gate
The fans in Tidal Gate which are above the water will now emit clouds of dust instead of bubbles.
Fixed code for scrolling water surface during the boss fight going out of bounds of the tension array.
Fixed incorrect offset of waves created on the scrolling water surface.
Edited code for creating splashed on water surfaces to fix some calls creating huge waves.
Increased activation range of boats and rafts to avoid pop-ups.
Adventure Square
Ocean ambience will now play as the player approaches the shore.
Fixed a minor layering issue when the player exits the Hall.
Slightly adjusted the crowd ambiance to be more present in more parts of the main town area.
Made some slight adjustments to the right edge of the hub such that the player can no longer get stuck in a running animation while talking to Lilibeth.
Fixed minor error in the Team reunion non-Carol cutscene in Adventure Square that played Milla's "Carol!" voiceline through Lilac target object.
Added Syntax Body NPC into the diner after the Jungle arc is complete.
Fixed Lilac vs Spade cutscene not playing properly if the Jungle arc is the last one to be completed.
Slightly expanded the intro of the Team Reunion cutscene (to take into account the end of Jungle arc being in the same room).
Fixed Carol being unable to comment on the lab table in the diner's basement due to its incorrect story flags.
Added missing guardrail tops to the stairs in the diner; removed stray overlapping elements of submarine plating.
Zulon Jungle
Fixed an issue where Tunnel Driver would not properly explode into debris on defeat.
Fixed an issue where the swinging bars in Zulon Jungle would sometimes disappear while still on-screen.
Nalao Lake
Fixed an issue where the stage's rightmost wall extended too far beyond the actual right boundary of the stage.
Fixed Snatchamon's orb debris using regular Traumagotcha's colors.
Sky Bridge
Weatherface should no longer be visible for 1 frame on activation.
Weatherface will no longer continue animating some of its parts after being dismantled.
Paradise Prime
The river on the main island is now animated.
Fixed an issue where two Tiyuhins would be visible during the coin toss scene, and fixed an issue where Tiyuhin would not properly comment on the loss or return of his coin.
Slightly adjusted terrain collision.
Magma Starscape
The camera in Hundred Drillion's arena will now gently lock on to the boss's horizontal movement.
Hundred Drillion's max speed has been reduced somewhat.
Fixed an area where players could fall out of bounds.
Diamond Point
Various adjustments have been made to the boss fight to feel more fair and generally easier to keep track of, while also making certain attacks more threatening:
The camera in the arena will now moderately lock on to the boss's horizontal and vertical movement.
The windup of their ground attacks has been increased, and their eye sparkles immediately before they perform the attack.
They can now be hit during certain attacks where they were previously invulnerable.
The height of their jumps has been significantly reduced, and they no longer have jumps which take them far off-screen.
Attack hitboxes have been tightened across several attacks.
When ground pounding with rocks summoned, the rocks that will be dropped will now visibly line up, to provide a clear indication of where the area of danger will be.
The speed of the rocks thrown up into the air during a ground pound has been slightly reduced, and the gravity applied to these rocks has also been slightly reduced.
The rock pillars on either side of the arena have been pulled in to make it so players can no longer stand off to one edge to completely avoid the crystal shots attack, and also to keep the boss generally easier to track. Additionally, the terrain in the arena has been made somewhat more symmetrical.
The boss will now only do a single crystal shot attack before coming back down, and they will always select the crystal which is closest to the player's current position.
The speed at which they move to a spire for the crystal shot attack has been reduced by 35%, and the windup for attacking from the spire has been increased by roughly 12 frames.
To prevent a significant portion of rocks from impacting the side of the arena, they will now dash to the center of the arena before performing their aerial jab.
All active rock projectiles will be destroyed when the boss is defeated.
Gravity Bubble
Some slight terrain adjustments have been made to a specific location in order to slightly improve navigation.
Fixed the above-the-ground island background not being deactivated and covering the entire screen if the player skips the pre-final cutscene when the camera shows the beacons activating.
Simplified Bakunawa's laser beam graphics to prevent it from causing too much GPU load at higher internal resolution scale values.
Bakunawa Chase
Fixed an issue where the "quake" sound during the ending sequence of this level would play at the same volume regardless of the volume level set in the settings.
When No Petals is equipped on this stage, the Life Petals that normally appear will disappear altogether, rather than changing into crystals the player cannot collect.
Bakunawa Rush
Fixed an issue where the player would land on a bomb at the start of the stage if they had Items to Bombs equipped.
Fixed a minor layering issue at the end of the beginning rail section.
Aaa no longer has coughing fits (hurt voiceclips now have a timer that prevents a new clip from being played in audio source until the timer is expired in cases when multiple attacks are landed onto Aaa in quick succession).
Refinery Room
Fixed an issue in the post-level cutscene where, during Neera's cutscene, she would be interrupted by Milla asking Aaa's name.
Clockwork Arboretum
To prevent a specific softlock where the player can be caught inside them, the vines in Clockwork Arboretum will now unfurl when the player touches them (similar to those in Nalao Lake).
When clearing the stage as Carol, there will be no clear music and she will no longer say a victory taunt.
Made some minor adjustments to Corazon's fight in this stage, including a lowered ceiling during the first phase.
More parts of the elevator are now destroyed when the bossfight transitions to phase 2.
Fixed some of Corazon's SFX being channeled through voice audio source.
Inversion Dynamo
Fixed an area where players could fall out of bounds.
Fixed Code Black Beartles not having correct enemy faction.
The flag for left-facing player position on respawn for one certain checkpoint in Inversion Dynamo is no longer carried over between stages.
Lunar Cannon
Elements of the console of the Lunar Command boss shifted backwards in depth to not be drawn on top of Pause Menu's elements.
Fixed slightly misaligned elements of Lunar Command console HUD.
Merga
Fixed an issue where Merga's mine projectiles were not consistently exploding during her Blue Moon phase.
Fixed a bug where Merga would decloak repeatedly if defeated with specific timing during her Eclipse phase.
Swapped a non-white chargebeam sprite for a new similarly-shaped all-white whitetrail sprite to get rid of chargebeam's dark blue contour persisting through sprite color change of Eclipse form's screen-darkening attacks.
Merga's voiceline when the player reaches her last phase should now be consistently played even if the player restarted at the checkpoint at any point in the fight.
Implemented some failsafe checks for Merga to prevent her from falling through the floor of the arena in case of lagspikes.
Added Classic mode cutscene variants for Capsule endings.
Weapon's Core:
Electric sparks with variable speed now slow down gradually.
Electric sparks with variable speed now start slowing down or speeding up depending if the next Circuit Node in the chain is open or not.
Left part of the final Spark puzzle is shortened to reduce the wait time.
The final Spark puzzle has the Spark speed changed to make the timing of the right part more forgiving.
Applied a correct tag to collision that seals the entrance to the final arena to allow running on ceiling without falling off.
Time Capsule Sidequest
If the player doesn't have the related badge, they are now required to watch the contents of all capsules for them to take effect on the narrative.
If the player has achieved a normal ending on a given savefile and started the Time Capsule sidequest, exclamation point markers are added to the world map that would point the player towards places of interest related to the sidequest.
The player cannot watch the contents of any Time Capsule they may have collected until one certain capsule with a cutscene attached to it is obtained.
Yet unwatched Time Capsules are now marked.
Fixed an issue where Carol was not appearing properly during the secret boss and slightly adjusted her behavior so that she would hit the boss more often.
To combat eye strain, during the secret boss's second phase, the brightness of its sprite and teleport effect during its rapid teleporting movement has been reduced somewhat.
The camera will now tightly follow the movement of the secret boss, but only in small amounts.
Fixed an issue where the secret boss' knife attack could sometimes hit the player even if they weren't in range of the attack.
Fixed an issue where the wiggling text in the pause menu of the secret stage was not affected by the Text Animation option.
Something new now occurs during the second phase of the secret boss. A certain attack exclusive to this phase has also been adjusted such that the boss no longer needs to be on-screen before it fires (except for the first time).
Sound FX
Several of Milla's sound effects which made a small "popping" noise after playing have been adjusted to no longer make this sound.
Fixed an issue where one of the sections of the large door in Ancestral Forge was not lighting up properly.
The dodgeballs in the training dojo no longer use Acrabelle's bouncing sound effect.
World Map
Fixed an issue where Guard Trial would show up before it was unlocked.
Fixed a minor issue where Bakunawa Chase would not show its icon in the Stage Confirm menu.
After Palace Courtyard is cleared, an icon will now show up indicating that City Hall is the current objective.
Ciri, Kukri, and Libbie now appear in the appropriate position in the Citizens menu in Adventure Mode.
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risingslash · 11 months
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FREEDOM PLANET LEGO BUILDS: Made these over a week ago but finally sharing them here!
Syntax and Pangu:
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Syntax (Spider Mech form)
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Shade Trooper and Final Dreadnought's Shade Cores
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Planning to make some more in the future!
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risingslash · 11 months
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Playable Sash Lilac the Dragon Girl mod for Sonic Robot Blast 2!
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risingslash · 1 year
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Freedom Planet 2 is now available on PC!
Join the heroes of Avalice as they face their greatest challenge yet. Freedom Planet 2 is high speed platforming at its finest! This has been a 7 year labor of love and our hearts go out to our entire community and fanbase for making our launch so special!  ♥
➡️ Steam: https://store.steampowered.com/app/595500/Freedom_Planet_2/
➡️ itch.io: https://galaxytrail.itch.io/freedom-planet-2/
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risingslash · 2 years
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Freedom Planet 2 is also available on Itch.io
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risingslash · 2 years
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FREEDOM PLANET 2 IS OUT NOW GO GO GO GO GO GO https://store.steampowered.com/app/595500/Freedom_Planet_2/
THERE’S A NEW LAUNCH TRAILER TOO AAAAAAAAAAA
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risingslash · 2 years
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FREEDOM PLANET 2 RELEASES TOMORROW AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAaaaaaa (Sorry I didn’t link to this Zatsudan before it went live, I was a bit preoccupied.)
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risingslash · 2 years
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Freedom Planet 2 - SAGE 2022 Livestream is starting NOW.
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risingslash · 2 years
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Freedom Planet 2 will be livestreamed by Spacey Batotelli TODAY at 2pm EST! If you want to see more FP2 before it releases, catch the stream(s)!
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risingslash · 2 years
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“ Hello everyone! Freedom Planet 2 is still going strong, and console ports are now in development. Here is our current release schedule for each platform: 
 September 13, 2022 
PC 
Linux 
Summer 2023
Nintendo Switch
PlayStation 4
PlayStation 5
Xbox One
Xbox Series S 
 We can't get into specific details just yet since we are still in talks with our publisher, but we anticipate a summer 2023 release for Nintendo, Sony, and Microsoft consoles, which will launch with additional language options that will be patched into the PC version at that point. We apologize to our console fans for the extra wait, and we'll work hard to make it worthwhile.
With that being said, development is now in its final stages, with only the credits sequence and a few smaller cutscenes left to build. Our whole team has done such an exceptional job with this project, and we're more excited than ever to share it with you all next month!! 
One more note: The base price will be $24.99 USD on all platforms. We will most likely have a 10% launch discount for the initial PC release.” - Sabrina DiDuro
Well, that’s pretty exciting news! Just a little over one more month until release!
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risingslash · 2 years
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There’s a new status update on FP2′s release plans on the official Galaxy Trail Community Discord Server. Sabrina will be doing a formal announcement on social media tomorrow. We’ll link to the appropriate post at that time.
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risingslash · 2 years
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Preview of the new optional tutorial that will be in Freedom Planet 2. Freedom Planet 2 will be releasing Tuesday, September 13th 2022 on multiple (currently unspecified) platforms.
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risingslash · 2 years
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NEW UPDATES ARE ONGOING EITHER FOLLOW THE TWITTER OR HOP ON THE OFFICIAL GALAXYTRAIL DISCORD SERVER RIGHT NOW FOR THE UPDATES AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA https://twitter.com/galaxytrail/status/1505927036501737479 https://twitter.com/galaxytrail/status/1505935818841632772
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risingslash · 2 years
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The release date for Freedom Planet 2 has been announced for Tuesday, September 13th 2022! Congrats on making it so far, GalaxyTrail, and thanks for all your hard work! Wishing a speedy recovery for the lead dev! Original Tweet:
https://twitter.com/galaxytrail/status/1505279634547617799
Followup Tweet:  https://twitter.com/galaxytrail/status/1505280112509521932 From GalaxyTrail:  “ We are pleased to announce that Freedom Planet 2 has a release date at last! The game will be officially releasing on Tuesday, September 13th this year. More information below on why this date was chosen.“
“ In terms of content, we have two stages and one boss left to finish. Most of the remaining work is with balancing, bugfixes, and visuals. With that in mind, we'll have a juicy progress report for you on Monday! We can't wait to show you more of what we've been working on! “ Additionally, from the Discord: https://discord.com/channels/151670525205282825/223550300282290177/954838383476219904 “Finally! We're seeing a lot of well wishes and we know everyone's excited (we are also excited!!), but as a quick note: we're gonna have a zero tolerance policy for anyone giving us a hard time about the release date, including on off-server places like Twitter!! Even joking about it is unhelpful for morale and if you are sufficiently inflammatory we will just ban you without a warning, so please! Take it easy, the game's well on its way. One of our big concerns when we looked at delaying past our initial Spring 2022 estimate was potential backlash, and it's really far preferable not to have to worry about whether or not our reasoning is "enough" for people to not harangue us. Again, we've generally seen a lot of positivity and we appreciate it a lot, so this isn't directed at anyone in particular (yet). It's mostly just here as our form of asking politely. Now then - back to moving random bits of level geometry 8 pixels to the left...“
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risingslash · 2 years
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Lookin’ great!
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risingslash · 2 years
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Seems like Freedom Planet 2 will have 40 bosses! This implies there’s been an entire extra boss added since the estimate of 39 bosses from the SAGE 2020 Freedom Planet developer preview stream.
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risingslash · 2 years
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Update from December 27, 2021.
Freedom Planet 2 is expected to launch in Spring 2022.
New screencap posted yesterday by Sabrina of what appears to be midgame or late-game content. Detailed environments with beautiful buildings, fruitful trees, a nice sky, and what appears to be an airship! Going from exposed earth on the chunks in the background, seems like we’re seeing floating islands or peninsulas.
Pretty stuff! I can totally imagine taking a nap here. Just, if you have a fear of heights, maybe don’t look down.
Seems like Dusky (Creator of Havoc Fox) is proud to have worked on some of this environment!
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If you have a Discord account, you can view the post directly at the source: https://discord.com/channels/151670525205282825/223550300282290177/924802347778068521
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