- Jump Adventures Is Going Free — New Updates Coming - 16 August 2026
Jump Adventures will be free. A quality-of-life update is coming in the next few weeks.It's been a little over two years since I released Jump Adventures. This is pretty much my first commercial project, and I'm grateful for anyone who purchased the game and provided valuable feedback. Unfortunately, the game didn't meet my post-launch expectations. Despite the disappointing release, I decided to give the game a second chance by making it free with a few improvements to make it more accessible.What to ExpectThe game will release for free alongside a quality-of-life patch: new languages, performance improvements and bug fixes. Existing owners don't need to do anything: you'll keep the game in your library and receive the same update as everyone else. I don't have a specific release date for this patch, but I'm confident I can release it within the next few weeks, as the majority of the w…
- Jump Adventures is now Open Source! - 11 June 2024
“The game's source code repository will also be available in the coming days…” Welp, that aged poorly. Hello! It's been almost two months since the game was released, and as promised, I've published the game's source code on GitHub, available here! My original plan was to make it easy for anyone to build it, hence why such a long delay. I encountered many issues related to my sub-optimal C# project setup, which makes the built game’s assembly broken. I really wanted to have a way to build the game from source without requiring native third-party dependencies. This is something I'm working to fix for 1.1. For now, the source code is only viable as a reference for any reverse engineers out there, or just people who are interested in how certain things are implemented. Regardless, I hope the source code will be useful to you! Happy tinkering! Daniel.
- Maintenance Patch 1.0.2 - 26 April 2024
Hello! New patch is now available to download. It focuses on improving stability on older hardware and other small fixes and quality of life additions. Changes: Added background shader precompiler, reducing occurrence of hiccups and freezes during gameplay. Added an FPS counter that can be toggled by pressing F1. Added a shortcut that disables all translations (SHIFT + F10), to help with localization. WARNING: the game has to be restarted to recover them! Slightly updated spike hurt sound. Updated localizations. Fixes: Fixed timer restarting after unpausing when the game is over. Fixed player sprite glitching out on very low framerates. Fixed timer not stopping after quitting to menu from level complete screen. Fixed memory leaks in player-related code. This will *hopefully* be the last patch for 1.0. See you in 1.1!
- Maintenance Patch 1.0.1 - 25 April 2024
Hello! A new patch has been released. It addresses stability issues and incorrectly rendered menus on certain hardware, and introduces small tweaks to some levels. I'm aware of freezes on old hardware, and I'm already working on fixing these as well. Changes: Updated localizations. Updated changelog release dates. Changelog can now be closed by pressing ESC. Repositioned one of the jump orbs in w2l8. Pressing B on the gamepad in pause menu will unpause the game too. Fixes: Fixed a lag spike that occurred when sticking to sticky polygons. Fixed being able to go out of bounds in w2l19. Fixed most menus appearing incorrectly on other common resolutions. Fixed world buttons sometimes not getting pressed.
- Jump Adventures is OUT NOW! - 24 April 2024
Hi! Jump Adventures is finally available here on Steam! Thanks for all your support during the development! As outlined in the previous post, some things will not make it for this release. My current top priority is delivering Linux support for the game, with World 3 coming in one of the future content updates. The game's source code repository will also be available in coming days, licensed under BSD-3! Have fun! Daniel.
- Jump Adventures Releases on April 24th, 2024! - 11 April 2024
Hi! After so much time, I'm happy to announce that Jump Adventures finally releases on April 24th, 2024! Unfortunately, some features won't be making it for the release. Namely, World 3 and Linux support. World 3 still needs some ironing out, and I believe delaying it to a post-launch update is a much better choice than shipping an unenjoyable mess. The additional time was spent polishing and improving existing content. Linux support faced several major last-minute issues due to lack of extensive testing. Despite that, the game is perfectly playable under Proton. The official Linux build will hopefully arrive soon after! Thank you for your support! Daniel.
- Update on The Game's Status - 12 December 2023
Jump Adventures was put on hold with the store release date marked as "Coming Soon". I'm taking a few months break to work on a new game. Hello! Two months have passed since the last devlog, and Q4 is steadily coming to an end. Along with that, the game's release date was marked as "Coming Soon". What's going on? Well, in short: the game is delayed, once again. Only this time, without a vague "Q4 2023" or more concrete "August 31st 2023". The reason for that is, I barely made any progress since that last devlog. World 3 is still nowhere close to be finished, and all bigger features/reworks are to be implemented too. The longer I work on the game, the harder it becomes for me to stay motivated. I keep reworking and revisiting other parts, while a huge chunk of content (World 3, etc.) is still missing. Ultimately, this leads to more work required to match the rest of the game to that new…
- Jump Adventures Development Stream #2 - 26 October 2023
Hello! Tomorrow (27th of October, 2023) at 8PM CET I'll be streaming the development for a new World and Level Selection screen! https://www.youtube.com/watch?v=_de_-qaNzaQ See you on stream! Daniel.
- Devlog #5: Trail Customization, Stats Screen and Quality of Life Changes. - 21 October 2023
Hello, and welcome to the new devlog! Since the last development update, the game saw numerous behind the scenes changes in its code, as well as improvements to the UI and general user experience. Additionally, there's been a ton of work towards balancing World 2, making it more forgiving and less challenging. Current Development Status With the removal of Challenge Mode as outlined in the previous post, I've decided to put more focus into polish of existing features as well as improvements to the game feel. High Refresh Rate Fixes One of the biggest issues the game faced since the start of the first private alpha testing was poor support for high refresh rates. Controls felt sluggish and unresponsive, and the game exhibited stuttering on high FPS. I finally took time to address this, as well as adding an FPS bypass in the settings. Now, no matter what your frame-rate is, the character…
- Devlog #4: The Delay and Managing Expectations. - 7 August 2023
Hello! It's been a long while since the last devlog. I spend the time polishing up the visuals for the rest of the worlds, implementing small enhancements, but also took a long break from the project to clear my mind after some built up frustration. Now that I'm back in full swing, I realize that I won't be able to finish the rest of the game by the planned date of August 31st. Therefore, I've decided to postpone the release to an indefinite period in Q4 2023. I want to make sure the game is as polished as possible, alongside giving me time to finish World 3 and other content that was omitted by the cutting board. Speaking of cutting: unfortunately, I made the decision to cut some of the planned functionality. The Vaults proved to be too much work and are simply not fun, and altered levels for the challenge mode are also hard to work on and properly balance. In addition to that, it also…
- Jump Adventures — Gameplay Trailer - 6 June 2023
Tune in tomorrow (June 7th) at 9:30 PM CEST time for a YouTube premiere of the gameplay trailer for Jump Adventures, where I'll be unveiling the release date!
- Devlog #3: Challenge Mode, Game Mode changes, and Vaults. - 15 May 2023
Hello and welcome to another devlog! It's been a month since the first World 2 preview, and two since the last devlog. During that time, I managed to finalize World 2's gameplay, finished the initial work required for the Challenge Mode, and made some quality of life improvements. Along with that, I begun planning for World 3. This time, I don't have any shiny new screenshots, but instead I have a ton of news to share! In the last devlog, I revealed game modes as a temporary substitute for the initially missing level editor, however since then I made some big changes. Let's start with that. Game Mode changes After some consideration, I decided to remove Sandbox from the game as I realized there's no real need for it, and Experience earned in Challenge mode can be utilized in more creative ways than unlocking cheats in a separate game mode. With this in mind, and the fact that the game's…
- [April Fools 2023] The Next Era of Jump Adventures - 31 March 2023
Introducing Jump Adventures 2: the largest technical leap for the familiar formula. Leveling up The Worlds Jump Adventures 2 was built from the ground up on the new Godot 5 engine and its 2D pixel-by-pixel sprite raytracing renderer™ based on DirectX 13, opening doors for numerous physically-based visual enhancements like Bloom, Lens Flare, and ultra bleeding edge mesh-based trails to the table. Game Changer New foundation also brings new opportunities, such as voxel-based effects that interact dynamically with the environment. No matter how you jump your jump or slide your slide: the end result will always stay convincing. Realistic Audio All sound effects were authored from scratch to take advantage of the new realistic raytraced audio engine. Jumping and sliding was never so immersive before. There's More to Come Jump Adventures 2 will be available as an invite-only early access beta…
- World 2 Preview - 26 March 2023
After a month of work, I'm finally ready to show the first preview of what to expect in World 2: Forests!
- Devlog #2: Progress report, Game Modes and more. - 7 March 2023
Hello! It's been a while since the last update on the development of Jump Adventures. I've been mostly working on spoilerish and technical stuff that I won't cover deeply in this post. However, I want to shed some light on a brand new upcoming mechanic and change of plans regarding the level editor. Game Modes As previously, let's start with something more fun: Game Modes! Playtester feedback is proving to be mixed in regards to the game's difficulty and replayability. While I plan to revisit the design of the levels multiple times during the testing phase to improve on this, it's becoming clear that having both casual and hardcore players trying the game is an inevitability, so I was thinking about ways to cater to both without sacrificing the core design. The result of this is game modes. You'll be able to choose between Adventure, Challenge and Sandbox. Adventure The most straightfor…
- Jump Adventures Development Stream - 23 January 2023
Hello! Today (January 23rd, 2023) at 8 PM CET I'll be hosting a Jump Adventures development stream on YouTube, where I will be implementing a notification system. https://www.youtube.com/watch?v=hMqwspQ5B0c See you there! Daniel.
- Devlog #1: Unlocks and customization systems! - 18 January 2023
Hello and welcome to the first post in the occasional devlog series! It's been over a month since the reveal of Jump Adventures, and I would like to thank everyone for the compliments, but most importantly, for all the constructive criticism that I received. Your input is incredibly important in making sure that the game is as enjoyable and polished as it can be on release! Anyway, a lot has changed since that reveal trailer. Let's take a look at what's been cooking under the hood! Customization Starting off with something more exciting: Customization! Keep in mind that the UI is a work in progress draft. The final revision will have more customization options and will receive general improvements. For now, it's extremely barebones, with the focus on testing the functionality instead of getting the most polished result. Unlock system The customization heavily relies on a brand new unloc…