- Some Fine Tuning and a Security Update - 9 October 2025
Recently Unity disclosed a security vulnerability effecting all programs made with Unity (https://unity.com/security/sept-2025-01). Version 1.11 of Frame was rebuild with a patched version of Unity. I recommend to everyone to use the latest version of Frame. Furthermore, there are these changes:More geometry in in level "75. Lowered Bridge". This reduces likeliness of player falling of the level. Removal of pointless geometry in level "64. Stuttering Elevator". There was a block as background for a speech-bubble. However, after a change that block lost its purpose. Small change to level "71. Small, Big, Small", to avoid unintended solution. In many cases I try to restrain myself from enforcing the intended solution. However, in this case I had the feeling that the level became a bit to easy and was more deserving of the name "Small, Big". Change to the way sound volume is changed with v…
- Grab - 6 April 2024
This update changes the behavior of objects, while they are grabbed and carried around. Friction is greatly reduced for objects that are held by the player. This means that objects can be dragged along the ground, if the player looks down and objects don't get "stuck" on walls. I hope this will improve the handling of carryable objects. If an object can be grabbed depends on the minimal distance between the object and the cameras position, now. Previously, it depended on the distance between the camera and the point on the object the player "clicked on". In other words, in previous versions whether an object could be grabbed depended on where on the object the player was clicking on. With the new implementation it depends solely on where the player is standing relative to the object. I hope this is more intuitive. An object "slips" away from under the player, if the player is holding th…
- Minor Stuff - 2 February 2024
The latest update includes these changes: The green frame in the credits no longer disappears when closed. Correction of grammar error in "94. Mirrored Translation". The periodic translation modifiers stack up correctly, now. This fixes some wrong behavior in "21. Movement is Relative". Refiddling of some parameters in "24. Up And Down". The platform is now less likely to slide away from under the player. Change to the way the maximal falling velocity is enforced. This avoids odd behavior when jumping into a frame, while the outgoing side is falling and smaller than the in-going frame side. Due to high demand (by which I mean two people who actually asked for something else) there is now a "sandbox level" available. Sandbox here just means a wide, open level with many objects in it and no goal. Tbh, I'm not sure how much this adds to the game, but maybe someone has some use for it.
- A totally random link, posted without any ulterior motives. - 14 December 2023
Thinky Awards There is no specific reason for linking this. Absolutely nothing is implied. You definitively shouldn't do anything. No implications at all. Nothing is suggested. On a more serious note: Thinky Games does some great stuff. So you might want to participate in their award-nomination process, no matter what your opinion about Frame is.
- Lets Award Frames "Gameplay on Steroids". - 21 November 2023
I mean, I'm not delusional enough to think Frame has a change of winning anything, since that requires a sizeable playerbase, which Frame (sadly) doesn't have. But that only means that I will be even more thankful for everyone (if there is anyone) who does give Frame a vote.
- A Bit Of This And That - 4 November 2023
This update includes the following changes: Added a "secret room" in the first level that allows to unlock all levels immediately. This is meant as a fallback for people who loose their save data and don't want to replay all levels. To make sure first time players don't find this room it is hidden away in a very obtuse way. The position of this "secret room" is shown during the level flight from the credits back to the first level. If someone is curious, here is a video showing how to unlock all levels: Unlock All Levels Button . Added a collider to prevent falling through the floor in level 85. Increased distances between levels 72, 73 and 74. Previous Distances where to small, so that one could jump to the previous level. The solution is shown in the menu, only if player confirmed to do so. Previously, the solution in the menu was shown one step to early. Minor change to level 92 to a…
- Update for the coming realease of "Negtive Scaling DLC" - 6 September 2023
This update contains only changes for the upcoming DLC. Here are the finishing touches that were made: Frame rendering works correctly during closing animation, even if the frame was closed by adding/removing a mirror clamp. Mirror-clamps can be added to and removed from frames that are connected with themself. Level-transition from mirrored state is seamless. Fixed uv-mapping issues in level 93. and 94. The arrow and icon on the moving platform in level 92. clip correctly. Avoidance of unintended solutions in levels 92. and 95. Small playability improvements for levels 92. and 93. Solved rendering issue in level 90. Fix for wrong clipping of hint-machine-text when that text is mirrored.
- Menu doesn't break when mapping mouse movement to jump. - 10 August 2023
I don't know why you would do that.
- Mouse Axis Is Rebindable. - 10 August 2023
This quick fix is necessary to allow inverted mouse movement.
- Another Tiny Update - 7 August 2023
Only these changes: Minor change in level "41. Keep Things in Order". The level is basically the same, but an unsolvable state is avoided. Correction off dispicable speling error witch maded HVAP very angry. Complete redesign of level "23. Translate to Rotate". In the past I tried to fix the level several times. But complains about specifically this level kept popping up, which maybe means that the basis of the level is flawed. So I decided to substitute the level with something new. The new level builds on the same idea, but its layout is more concise. So I hope it will be more fun to play. Curved jump that trivializes level "56. Carryable Gravity" is no longer possible. Small changes in level "59. Again, Again" and "65. Branching Paths" to clearly show that a jump that doesn't work really doesn't work. Avoidance of unintended solution in level "63. Stuttering Elevator". Small change t…
- New DLC "Frame - Negative Scaling" Now Available for Beta Testing - 3 August 2023
The DLC is currently in open beta (open for everyone who owns the main game). So give it a try and if you want to you can suggest level-design improvements, report unintended solutions, give an idea for another level. Or whatever feedback you want to give (if you want to). Just visit the DLC's store-page and look at the section "Early Beta Access" for more details how to install the beta and a list of known bugs.
- A Tiny Update - 28 July 2023
Nothing major, just these few changes: In addition to the next/previous weapon buttons there are also buttons to select guns directly. For the base game with three guns this isn't that important. However, it made sense to implement it for the planned DLC with four guns. So, since I implemented it anyway, there was no reason to exclude this feature. A change in a previous update had the effect, that spheres that can be carried did not have a perfectly round collision shape. Fixed. I was made aware that the solution-instructions for level "47. Infinite Translation" were unclear. So I added some explanation to make it (hopefully) easier to understand. Small change to level "57. Gravitational Freedom" that avoids an unsolvable state.
- Le Fromage - 15 April 2023
Let's keep this short: Small changes to levels 3, 29, 37, 82, 83, 84, 85 to prevent (or disincentivize) unintended solutions. Fixed uv-mapping issue in level 28. A small force is added to character-controller, if it is stuck in a frame with gravity pointing towards the frame on both sides. I hesitated for quite some time to add something like this, because I consider it important to have consistent rules (consistent physics in this case). However, only a small force is added under very specific circumstances. So most players probably won't even notice, but it might prevent an annoying reset here or there.
- A Few Small Things - 5 February 2023
This is a pretty small update, so the list of improvements is quite short: Adjustments to levels 80 and 85 to avoid unintended solutions. Correction of typo in level 80. It is no longer possible to look around during level transition if the menu is open. Closing the menu with the esc-button works during level transitions, too. Adjustment to level 23 to prevent people from reaching a messed up/unsolvable state. It is still possible to mess up the level. However, with the changes messed up states should only be reachable if the player tries hard and intentionally to do so.
- Post-Release Update 2 - 25 January 2023
These are the changes in this update: The black arrows, indicating movement, look a bit different. The handles, indicating that an object can be grabbed, look different (and should now be easier to recognize). Changes to the script guiding carried objects. Prop flying should be way more difficult, now. Size of black arrows change size, when pointing at an object and pressing show-connection-button. Should make it easier to acknowledge their existence. Changed the default binding of show-connection-button from h to f. I hope this button being physically closer to the other buttons will incentivize players to spam that button more. Some changes to levels 21, 24, 26, 28, 29, 36 to avoid unintended solutions. Some changes to levels 18, 23, 28, 43, 55 to improve playability.
- Quick Post-Release Update - 18 January 2023
All in all the release went smoothly. However, I guess it is inevitable that there are always some things that need fixing. Small changes to levels 13, 17, 20, 21, 23, 66, 74, 82 to avoid unintended solutions. The apply-button in the graphics-options starts blinking if values are changed. I hope this will help people understand that changes in that menu need confirmation. The volume of the UI-sounds now scales with the sound-volume slider. The key-bindings in the third row aren't reset anymore, when the level is resetted or completed. The name of a level is briefly shown after a level transition. The instructions (tutorial-boxes) blink, now. I hope this will help players to not miss them. In some parts I added some text additionally to the instruction-symbols. In some cases the symbols just aren't descriptive enough. Control is not given back to the character during reset or level-trans…