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Update notes via Steam Community

Firstly, I wanted to write a huge thank you to those that purchased POWDR and left a review and rating. It means the world to me for a project I've worked so hard on.

Onto the update!

Update 1.01 brings performance optimizations and some new features.

I've made changes to the material registry so that it uses more centralized material definitions (like older falling sand games). This would make adding in future materials easier, but specialized passes are still going to be needed for unique interactions or properties. Aside from technicalities-

A big quality of life feature is Middle-Mouse Button (MMB) to 'pick' a material. Hovering over a material and MMB allows that material to quickly be selected. Won't automatically change to brush however, so this is most helpful when inserting and laying down materials.

New Effector: WIND

Mousewheel adjusts the width of this effector. Dragging will determine the length and angle of where you want the effector to start and stop.

I've also implemented OBJECTS.

These are dynamic solid objects that interact with fluids, gases, and powders.

New Object: WHEEL

You can create wheels with 2, 3, 4, or 5 spokes.

Mousewheel changes the thickness of the wheel.

The wheel can additionally be free spinning, or motorized to rotate clockwise, or counter-clockwise.

The speed and torque of the motor can also be adjusted.

Press and hold then drag out to change length of the wheel arms



New Object: DUCK


Little rubber ducks that float on top of liquids. Exposure to fire makes them explode!

So I guess they're... explosive filled ducks?


New Object: SAILBOAT

Wooden sailboats that are also suspiciously filled with explosives. Won't explode right away, but once lit on fire, they can't be extinguished.




That's all for this update. I'm not entirely sure what the future of POWDR holds. For the most part, the game has everything I'd want in a fluid based falling sand game.. I may provide more updates and features in the future, but there is an equal chance I might not. I want to begin production on my next game, DESCENT, but it's still in planning/brainstorming phase, and I'm trying to figure out what the gameplay loop would look like. Think falling sand game physics + Motherload (old browser game where you pilot a mining ship through ground)

Thanks again for the support! Any ideas, bugs, suggestions, or requests can be sent to support@subliminalsoft.com

Windows Depot 5073051
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