- Celaria 1.4.2 - 29 September 2023
- fixed bug which caused the distance traveled statistic to not be tracked correctly - removed the experimental "ambience track" feature/option from the game and sound-menu. (It was used to break-up the playback of ingame soundtracks with a silent/windy atmosphere but it was often confused with the music playback to be broken.) - fixed one spelling mistake in the tutorial In case any issues arise with the 1.4.2 update, post your issues on the steam-forums or on the games Discord As a fallback you can also downgrade to the previous version (1.4.1) by right-clicking on the game in your steam-library, clicking on "Properties" > "Betas" and selecting "Celaria 1.4.1"
- Celaria 1.4.1 [hotfix] - 16 January 2023
- Fixed missing/incorrectly rendered floor geometry on some AMD / Nvidia GPUs and settings configurations.
- Celaria 1.4.0 - 17 October 2021
Update 1.4.0 added some under the-hood changes to the codebase to implement support for skin/helmet variations of the player character. With that the source code of the standalone multiplayer server software was also released. Player helmets Two new Helmet variations are introduced: the "Collector" and "Runner" helmet both of which can be unlocked ingame: Runner The runner helmet can be unlocked by playing and finishing one of the speedrun playlists in the game. (Either the Any%- and/or the "All Spheres" category.) You don't have to beat a specific time/medal to recieve this helmet. Simply finishing a run is enough to unlock it. Collector The collector helmet will be unlocked once the player collects all collectable spheres on all singleplayer/campaign maps in the game. (The same requirement as the "Collector" achievement.) The multiplayer server as well as the replay formats for the le…
- Celaria 1.3.2 - 30 May 2021
Changelog: - lighting & post-processing adjustements - replaced old SSAO shader with a newer higher quality one (SSAO with normal oriented hemisphere). - fixed minor UI bugs - fixed crash in the map-editor related to the recoloring tool - fixed crash related to generated lightmaps of custom maps (due to lightmap corruption on cached lightmaps) The game now automatically detects potentially corrupted files and cleans them up/regenerates them if nessecary - internal restructuring of some game-assets - added small loading animation in the lower left corner of the scren during map loads/map transitions - fixed random connection failure of the game server to the masterserver. (Released new server version 1.0.7)
- Update 1.3.1 - 17 April 2021
Update 1.3.1 is a smaller patch which makes some experimental changes available in the public build. - floor reflection shader was replaced with a new experimental one. The floor is more reflective with an adjusted specular shine. Reflections have a small blur applied to them to reflect the roughness of the material and to make blocks stand out more from the floor in order to improve visual feedback. - minor adjustement to outline rendering and lighting values. Those changes are experimental and can be adjusted in future patches. (More in-depth information will be shared on the next patch notes with a major release.)
- Celaria 1.3.0 - 19 March 2021
Update 1.3.0 includes a new playable singleplayer map, visual adjustements, new features/enhancements as well as bugfixes. New Map Update 1.3.0 brings a new playable map called "Bridge". It's one of the bigger maps and harder maps in the game, featuring guite a lot harder/more precise shortcuts which will require a fair bit of practice from the player. The map was still designed to be beatable by less-experienced players but it's recommended to play some of the main campaign maps first before tackling this one. (Especially if you want to go for the medals.) This map also has 5 collectable spheres scattered around the environment with little platforming puzzles/challenges for those of you who like to explore the map and go off the beaten path. ;) You may have noticed a new orange colored element on the left side of the first screenshot. Those are new barrier objects which are being intro…
- Celaria 1.2.0 - Speedrun Update - 14 August 2020
Version 1.2 of "Celaria" was released and introduces a highly requested feature by the community: The speedrun gamemode. In addition to that this update also adds a daily featured playlist as well as ingame maprating/mapvoting. For a short overview over those features you can check the most recent video update of the game: So let's get into the details of each new feature. Speedrun Mode The speedrun mode is a highly requested addition to the game and consists of not only one but two playstyles/submodes: "Any%" and "All Spheres" Both speedrun modes have dedicated online leaderboards and support online replay/ghost as it is case in single-map runs. Your whole playthrough of the speedrun will be recorded and uploaded as a ghost/replay to the leaderboards so that other players can download and run against your replay. Any% The goal of Any% is simple: Run through all campaign maps in sequenc…
- Celaria 1.1.9 update - 25 June 2020
The 1.1.9 update brings further visual/stylistic improvements, a menu UI update, bugfixes and some underlying technical upgrades in preperation for upcoming features. Menu/UI update: The Menu/UI was updated and now features unique icons for each menu-entry. In addition to that those buttons scale with the ingame resolution so that they utilise most of the available space in the menu. This should help with navigation and make the UI more intuitive. Furthermore the ingame visuals were also updated. For one, the skybox was changed to a perspective correct cubemap. (Previously it was a cylindrical projection.) Outline rendering was also adjusted by doubling the line width (from 1 to 2 pixels) and reducing the outline transparency to increase contrast. The small video-previews/animations in the tutorial were also replaced to be up-to-date with the current visuals. The framerate was also slig…
- Update 1.1.8 - Multiplayer Experience System & Community Map Showcase - 22 February 2020
Outline Rendering Instead of trying to chase realism this patch further embraces the more colorful/abstract artstyle. The rendering of outlines was adjusted (the intensity was increased) to make them more pronounced and further help distinguish between seperate objects in the scene and enhance the overall look of the game. Multiplayer Experience System One of the big features added with this patch is the new multiplayer experience system. Your experience points will be displayed in the top right bar on your screen (In the menu/pause menu): Here is a close-up: How does this system work? Playing on multiplayer servers with other players will grant you experience points. The amount of experience gained depends on your rank on the leaderboard at the end of a round, the number of players on the server (which have set a record in the current round) and your time spent in the given round. Depe…
- Update 1.1.7 - UI, multiplayer improvements & Server update 1.0.2 - 23 January 2020
Update 1.1.7 aims to bring improvements related to the UI, Quality of Life and multiplayer. One of the improvements which might be noticed right away was a change to the look of the ingame-medal icons: The lighting and material was upgraded to make them more vibrant and stand out more even if the images are scaled down. Another improvement that was made is the checkpoint number and timer display at the bottom of the screen: Here is a closer look at the UI at the bottom center of the screen: Activating checkpoints now displays 2 times above the checkpoint counter. On the left (on the darker background) you can see the total time which was achieved on the currently activated checkpoint. On the right (on the blue background) you can see your relative time difference. If you improved your time the background will be blue. Otherwise it will be displayed in red. The checkpoint counter ("CP: 1…
- Update 1.1.6 - visual enhancements - 12 January 2020
Update 1.1.6 aims to enhance the visuals with additional upgrades to lighting and post-processing. Visual enhancements: High-quality atmospheric bloom A high quality bloom implementation was added to the post-processing pipeline. Fresnel and specularity The shaders of the map-geometry were upgraded to include specular- and fresnel effects. The floor recieved specular reflections as well as proper normal mapping support Character shading The character shading model was upgraded. The specular shine was fixed and improved. Fresnel effects were added to highlight the edges of the character silhouette. The video options menu was restructured to give a better overview over all possible settings. Full Changelog: Bugs: - fixed lightmap bug on some singleplayer maps if the lightmap size was selected to "2048" - fixed error which prevented the game to submit runs to the leaderboards which were pe…
- Update 1.1.5 - 31 December 2019
- fixed crash in the map-editor - added FXAA as a new anti-aliasing option in the video options menu (FXAA doesn't have the same quality as "SSAA 2x" but it's significantly less taxing on the GPU.)
- Update 1.1.4 - 23 December 2019
- fixed bugs where repeatedly refreshing the leaderboard (by clicking on global/friends) would cause duplicate entries to appear - added leaderboard to the end screen of a run so that you can easily compare your times with the rest of the community. (without having to go back to the map/level selection screen) - added the ability to invert/mirror the Y axis on mouse movement at the request of the community - fixed minor physics bug - selecting a map on the map-selection screen will automatically preselect your personal best time to race against if such a record exists. (Previously it selected the next higher ranked medal compared to your personal best time.)
- Update 1.1.2 hotfix - 14 December 2019
Update 1.1.2 fixes crashes related to some specific (non-standard) characters in steam usernames and crashes related to vram allocation limits on lower end machines: Patchnotes: Fixed crashes at startup related to steam usernames with non-standard characters. Usernames with characters which are not recognized by the game will be displayed as a "?" character. Fixed potential crashes related to low-end (intergrated) GPUs which fail to allocate the default lightmap texture size of 4096*4096 pixels. The default size was reduced to 2k (2048 * 2048) pixels. (For optimal lighting quality, it is strongly recomended to increase this to 4096 if the gpu allows for it.) added the option to change the lightmap texture size in the video options menu. If you have been affected by the lightmap texture crash, make sure to delete the .config.ini file in the localappdata/savegame directory before you rest…
- Update 1.1.1 > further lighting adjustements - 13 December 2019
Upadte 1.1.1 further updates/changes the lighting model of the game. This update is more experimental in nature. Ambient occlusion was altered. Areas which are in shadow (but are more exposed to the sky light) recieve a blue tint while areas which are more enclosed recieve a more neutral dark/greyish color. This should help with grounding the geometry more into the scenery. Here is a comparison: Before (update 1.1.0) After (update 1.1.1) You should notice that the shadows in the new update appear a bit darker and have a slight blue-ish tint to them. (You can also see the change on the blocks in the distance on the right side of the screen.) Upon request this update also removed the Backspace-key function which could be used for deleting blocks in the map-editor. (Use the "Delete" key do delete entities instead.)
- Celaria 1.1 Released - 8 December 2019
With the 1.1 update the game recieved a visual overhaul as well as a few graphical enhancements. Soft-shadows and Ambient Occlusion The main addition to this update is the shadow and AO system which bakes soft-shadows and approximated world-space ambient occlusion at runtime (during gameplay) on the GPU. Shadows (Debug view) Shadows are more or less straightforward, shading areas darker where light from the sun is occluded by geometry. It's noteworthy to mention that shadows get softer with distance mimicking the behaviour of light in real-life. Ambient Occlusion (Debug view) (World-space) ambient occlusion attempts to shade areas darker which are occluded from the sky/enviroment light. (The less visible an area is for the skybox, the darker the area gets.) For example overhangs, corners or holes get darker as less light from the enviroment can reach those areas. Due to some limitations…
- Celaria 1.1 Preview - 16 November 2019
The upcoming patch (version 1.1) will add a new lighting system into the game which introduces (soft) shadows and approximated world-space ambient occlusion. Baked lightmaps The goal was to have high-performance shadows which are still rendered at the same quality at long renderdistances. Baked shadows was the best option as it also allowed to add soft-shadows which are otherwise more expensive to render in realtime. Ambient occlusion is a technique which attempts to simulate how exposed a given surface is to the surrounding light. (Corners or the lighting in caves are a prime example for that.) Celaria is using a very rough approximation of ambient occlusion which has some drawbacks (it works best on more open maps, less so on those which are more enclosed/obstructed by surrounding geometry) but the advantage is that it allows the game to calculate AO (Ambient Occlusion) very quickly b…
- Celaria Update 1.04 - 22 October 2019
- Fixed character limit on steam-usernames - added warning when exiting the map-editor - tutorial now refers to frontal wallruns as "wallclimbs" - Replays display the player name instead of "Replay" - fixed bug where collected spheres didn't save if the target "none" was selected in the menu selection
- Celaria Server Update 1.01 - 20 October 2019
- Leaderboard bugfixes - internal fixes to improve stability - Added chat commands (Chat-command descriptions were added to the server-setup tutorial)
- Celaria Update 1.03 - 17 October 2019
- fixed "Next Map" button in singleplayer mode - fixed "Collector" achievement - Fixed placement errors on the map "Precision" - Maps "Freedom" and "Precision" swapped places in singleplayer mode - minor internal bugfixes - adjusted freecam speed