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Upside-Down Dimensions

Upside-Down Dimensions Steam news

Hydra Interactive | Aug 9, 2017 | game

Released

0players observed · 25 September 2026 - 19:30:40 UTC

ActionAdventureIndieRPGEarly AccessSteam Store

  • Latest observed playersNot available
  • SteamPulse tracked peak1
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score33% positive

Upside-Down Dimensions news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed playersNot available
  • SteamPulse tracked peak1
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score33% positive
  • Total reviews3
  • Release dateAug 9, 2017
  • DeveloperHydra Interactive
  • PublisherHydra Interactive

Genres: Action, Adventure, Indie, RPG, Early Access

Company pages: Developer: Hydra InteractivePublisher: Hydra Interactive

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Upside-Down Dimensions Steam news

Upside-Down Dimensions news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • #Update 17: Development in January 2020 - 1 February 2020

    We are accelerating toward the conclusion of the game and reach the point where we will be leaving Early Access and launch the game in its final version. For this reason we have thought that rather that making announcements based on some features, to focus on showing what has changed in the course of the last month. Since this is the first of this new formats, we will probably bring a couple of things that were introduced during December. A clear example of hard closing a game can be, and when you try to close a bug that was making the box displacement shaggy, only to find that in the process you have reopened two bugs long time ago closed. Fine tuning some visual details to bring the game visuals to a more immersive level of details, by integrating some cloud movements that will cast some shadows on the level. In the current view, yo can see the clouds with different shapes and speeds…

  • UPDATE #16: Objects transparency - 30 December 2019

    Although we have not been making a lot of communications, we have been working heavily on the game by creating new characters and new sections as to bring the game to the original vision that we had at the beginning of the development, and also fixing bugs or improving performance. One of the things that was creating a lot of problems to players, was when the action was happening behind some of the elements in the scene, which in some cases are quite big. With intense melee battles happening all around, loosing for a couple of seconds the view of the action, was having some negative impact on the ability of the player to actually have a good time fighting off enemies. A couple of months ago, we had developed a shader to actually make all the elements between the game characters and the camera, transparent, but its implementation due to the complexity of the environment elements was quit…

  • UPDATE #15: Slow progress - 20 December 2019

    We have been slower that we would want, as we have had to migrate from versions of the unity game engine. We have been using the Unity version 5, and we were being bugged by some problems that in order to be solved required us to upgrade the version of unity used, up to the 2018 or 2017. In the end, we had to landed on the 2017 versions, as the particles systems, above 2017 are no longer compatible with some of the early particles that we implemented in the game, and would require a major rework that would be above our current possibilities. With the new version of the game engine, we have been able to improve some of the elements of the game that were being used, which allowed us to improve some of the effects and some of the mechaniics being used in the game and integrate one the new enemies that we had been working on the Yamawaro, a mythological creature in the japanese legends. Dre…

  • UPDATE #14: General update and apologizes - 2 July 2019

    First of all, We would like to apologize for the last of feedback over the LAST months, but we have had some spike of work, that we need to keep funding the game development, plus we have had to commit the game engine migration to the 2018 version of Unity in order to try to improve the game overall performance and finish integrating some of the last features in UDD. One to the last mechanics that we are finishing integrating is the origami fight where you are able to transform some of the enemies into origamis and later on summon them to help you fight in the melee combats. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F30069276%2F0d84fe97535077bc4bececeb57260d8be2cbf5b4.jpg We are also finishing the final boss fight that will take the game to its logical conclusion and allow us to finally come out from early access. We will be posting on a more regular basis as we mo…

  • UPDATE #13: Combat, controls and camera improvements - 23 March 2018

    https://media.giphy.com/media/2SXRiKbCd79d7B4GBX/giphy.gif Again a long period of time between updates, as we were trying to fine tune a couple of elements of the game that we thought needed more improvement, mainly with the camera, the combat and the overall visibility of the characters while playing, controls and animations. Added: https://media.giphy.com/media/2SXRiKbCd79d7B4GBX/giphy.gif New Jump Animations. The animations that were being played while jumping or jump running where not taking in account the last modifications that we performed on the jump function, causing a rather strange effect of freezing and sliding when ending the jumps. Controls optimization. The controls used for the combos where failing randomly to detect a sequence of keys that could generate a combo, and from time to time, the controls where freezing any combat strike. We have improved the overall system to…

  • UPDATE #13: Combat, controls and camera improvements - 23 March 2018

    https://media.giphy.com/media/2SXRiKbCd79d7B4GBX/giphy.gif Again a long period of time between updates, as we were trying to fine tune a couple of elements of the game that we thought needed more improvement, mainly with the camera, the combat and the overall visibility of the characters while playing, controls and animations. Added: https://media.giphy.com/media/2SXRiKbCd79d7B4GBX/giphy.gif New Jump Animations. The animations that were being played while jumping or jump running where not taking in account the last modifications that we performed on the jump function, causing a rather strange effect of freezing and sliding when ending the jumps. Controls optimization. The controls used for the combos where failing randomly to detect a sequence of keys that could generate a combo, and from time to time, the controls where freezing any combat strike. We have improved the overall system to…

  • UPDATE #12b: fix loading bug - 2 February 2018

    We have just discovered that there was a file corruption in the uploading process for Update 12, that was causing the game to get stuck on the loading scene. We have uploaded a new build that should correct that problem. Sorry about the inconvenience and we will keep working toward a release candidate stable version.

  • UPDATE #12b: fix loading bug - 2 February 2018

    We have just discovered that there was a file corruption in the uploading process for Update 12, that was causing the game to get stuck on the loading scene. We have uploaded a new build that should correct that problem. Sorry about the inconvenience and we will keep working toward a release candidate stable version.

  • UPDATE #12: Cameras and Artificial Intelligence - 31 January 2018

    UPDATE #12 https://media.giphy.com/media/3oFzm902jTPJgpgSdO/giphy.gif This update has taken longer than we were expecting mainly because we have been addressing two things that were not working correctly and were giving to the game some usability and playability problems. We are referring to the Camera management system and to the enemy pathfinding that is described below. Added: https://media.giphy.com/media/xThtauDiIDjIhXsPBe/giphy.gif New Game Over transition that works better than the existing one and that allows for a smoother transition to the respawn position. https://media.giphy.com/media/l49JAFSAfxXKwH0sg/giphy.gif Although not visible in this build, we have started to work in the destruction of the world as the dark forces of evil are getting the edge of the victory and their influence grow stronger. The visual effect of burning down the level is starting to take shape and wil…

  • UPDATE #12: Cameras and Artificial Intelligence - 31 January 2018

    UPDATE #12 https://media.giphy.com/media/3oFzm902jTPJgpgSdO/giphy.gif This update has taken longer than we were expecting mainly because we have been addressing two things that were not working correctly and were giving to the game some usability and playability problems. We are referring to the Camera management system and to the enemy pathfinding that is described below. Added: https://media.giphy.com/media/xThtauDiIDjIhXsPBe/giphy.gif New Game Over transition that works better than the existing one and that allows for a smoother transition to the respawn position. https://media.giphy.com/media/l49JAFSAfxXKwH0sg/giphy.gif Although not visible in this build, we have started to work in the destruction of the world as the dark forces of evil are getting the edge of the victory and their influence grow stronger. The visual effect of burning down the level is starting to take shape and wil…

  • UPDATE #11b: Fixing Jump problem - 25 November 2017

    In the last update there was a problem with the jump that affected some higher end computers, we have fixed it and released a small update as it was breaking the game flow when playing from the Ryuu's side ( Ronin Samurai).

  • UPDATE #11b: Fixing Jump problem - 25 November 2017

    In the last update there was a problem with the jump that affected some higher end computers, we have fixed it and released a small update as it was breaking the game flow when playing from the Ryuu's side ( Ronin Samurai).

  • UPDATE #11: Game Flow Fixes - 23 November 2017

    UPDATE #11 https://media.giphy.com/media/3o6fIWZiPBp5txhtg4/giphy.gif It took us a little bit longer this time to update the game as based on a couple of comments from a reviewer, we were able to find some bugs with some of the puzzles originated by the recent changes that we had to implement on the pathfinding. We have been testing it, and apparently ( cross our fingers and knock on wood) we think that we have been able to fix it and the puzzles should not represent a problem for the game. Added: Nothing, Purely a fix focused build. Fixed: https://media.giphy.com/media/3o6fIWZiPBp5txhtg4/giphy.gif Boxes puzzles problems. We the changes made to the pathfinding we introduced some conflict with the box detection controls that were causing the boxes to act strangely again when interfering with the navmesh grids. https://media.giphy.com/media/xT0xeosj1h7ax4S6uQ/giphy.gif Princess Jump Fix.…

  • UPDATE #11: Game Flow Fixes - 23 November 2017

    UPDATE #11 https://media.giphy.com/media/3o6fIWZiPBp5txhtg4/giphy.gif It took us a little bit longer this time to update the game as based on a couple of comments from a reviewer, we were able to find some bugs with some of the puzzles originated by the recent changes that we had to implement on the pathfinding. We have been testing it, and apparently ( cross our fingers and knock on wood) we think that we have been able to fix it and the puzzles should not represent a problem for the game. Added: Nothing, Purely a fix focused build. Fixed: https://media.giphy.com/media/3o6fIWZiPBp5txhtg4/giphy.gif Boxes puzzles problems. We the changes made to the pathfinding we introduced some conflict with the box detection controls that were causing the boxes to act strangely again when interfering with the navmesh grids. https://media.giphy.com/media/xT0xeosj1h7ax4S6uQ/giphy.gif Princess Jump Fix.…

  • Update #10: A Travel to AI and Pathfinding - 13 November 2017

    UPDATE #10 https://media.giphy.com/media/26u4eFV04Gc8YGHAI/giphy.gif This time, a little bit more than one week has gone since the last updated, but we have been double checking the AI system in the game, as some players were reporting bugs with the ability of the enemies to find their way through the level without getting stuck in the environment. This has led us to remap most the pathfinding grids in the level as to try to catch the reason why the enemies were not calculating correctly their way. This led us indirectly to a more in depth revision of some of the AI Systems in the game and some more fine tuning in the hope of improving the combat and at the same time to get some extra CPU Cycles for the stability sake of the game. Added: https://media.giphy.com/media/26u4eFV04Gc8YGHAI/giphy.gif https://media.giphy.com/media/xT0xehNKLuYBSeVp8k/giphy.gif New AI Behaviours with some of the…

  • Update #10: A Travel to AI and Pathfinding - 13 November 2017

    UPDATE #10 https://media.giphy.com/media/26u4eFV04Gc8YGHAI/giphy.gif This time, a little bit more than one week has gone since the last updated, but we have been double checking the AI system in the game, as some players were reporting bugs with the ability of the enemies to find their way through the level without getting stuck in the environment. This has led us to remap most the pathfinding grids in the level as to try to catch the reason why the enemies were not calculating correctly their way. This led us indirectly to a more in depth revision of some of the AI Systems in the game and some more fine tuning in the hope of improving the combat and at the same time to get some extra CPU Cycles for the stability sake of the game. Added: https://media.giphy.com/media/26u4eFV04Gc8YGHAI/giphy.gif https://media.giphy.com/media/xT0xehNKLuYBSeVp8k/giphy.gif New AI Behaviours with some of the…

  • Update #9: fixing intro crash - 3 November 2017

    UPDATE #9 https://media.giphy.com/media/3ohBVlZcmcMnmXRt28/giphy.gif A rather strange update as we had not time to integrate any of the new fixes and changes that we were planning for the game, but that we had to accelerate as to solve an issue with the game loader in some systems that was causing the game to crash on transitioning from the intro to the start menu. Added: Nothing Fixed: Fixed (we hope) the intro loading issue that was causing the game to crash in Linux, Mac, and Windows 7. https://media.giphy.com/media/3ohBVlZcmcMnmXRt28/giphy.gif Wound Animations and death of the Archer enemy. The Archers was not displaying correctly the wound animations when being hit by Ryuu and when dying was spawning the Paper life out of the correct position. We have been able to identify both problems and implement the fix. No performance improvement in this version, as we worked more focused to…

  • Update #9: fixing intro crash - 3 November 2017

    UPDATE #9 https://media.giphy.com/media/3ohBVlZcmcMnmXRt28/giphy.gif A rather strange update as we had not time to integrate any of the new fixes and changes that we were planning for the game, but that we had to accelerate as to solve an issue with the game loader in some systems that was causing the game to crash on transitioning from the intro to the start menu. Added: Nothing Fixed: Fixed (we hope) the intro loading issue that was causing the game to crash in Linux, Mac, and Windows 7. https://media.giphy.com/media/3ohBVlZcmcMnmXRt28/giphy.gif Wound Animations and death of the Archer enemy. The Archers was not displaying correctly the wound animations when being hit by Ryuu and when dying was spawning the Paper life out of the correct position. We have been able to identify both problems and implement the fix. No performance improvement in this version, as we worked more focused to…

  • UPDATE #8 - 27 October 2017

    UPDATE #8 https://media.giphy.com/media/l0IsHzrpmZVukJAiY/giphy.gif Well, time for a new upgrade. The good thing is that bugs are harder to solve and harder to find, which is quite normal in the process of stabilizing the game. Each time that we have to work on solving the bugs that we have still open, we are in the need to spend more and more time analyzing it, and trying to understand what can be causing it. Sometimes we are able to do so, and in other cases, we just have to postpone and keep working on other aspects of the game. This week, we have tried to improve a couple of things that we felt were still in need of some improvements Added: https://media.giphy.com/media/3ov9jM7OL4vN286u2Y/giphy.gif Character locomotion tilting to the leading characters. When Ryuu or Keiko were turning the effect was a little harsh as no one is able to turn without tilting slightly as to keep the cen…

  • UPDATE #8 - 27 October 2017

    UPDATE #8 https://media.giphy.com/media/l0IsHzrpmZVukJAiY/giphy.gif Well, time for a new upgrade. The good thing is that bugs are harder to solve and harder to find, which is quite normal in the process of stabilizing the game. Each time that we have to work on solving the bugs that we have still open, we are in the need to spend more and more time analyzing it, and trying to understand what can be causing it. Sometimes we are able to do so, and in other cases, we just have to postpone and keep working on other aspects of the game. This week, we have tried to improve a couple of things that we felt were still in need of some improvements Added: https://media.giphy.com/media/3ov9jM7OL4vN286u2Y/giphy.gif Character locomotion tilting to the leading characters. When Ryuu or Keiko were turning the effect was a little harsh as no one is able to turn without tilting slightly as to keep the cen…

Patch notes and updates

S.noRelease datePatch nameGID number
130 December 2019UPDATE #16: Objects transparency2592316573888078678

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