- First update in quite some time - 9 February 2022
Very tiny first update in a while. Things will start moving now. There's a new build on the 'releasecandidate' branch. I'm doing a little more testing at the moment (not sure about valve index right now).
- Falling out of Level bug resolved - 16 September 2019
If you've ever experienced a bug where when you dash to a shiftramp / shiftpad or change gravity you somehow ended up outside of the level I am happy to announce that this issue has been resolved! Massive thank you to PengWing! Who without her help we wouldn't have been able to figure out the reproduction steps to this obscure bug. If by chance you are still experiencing this please PM me!
- Ability to change Grabbing Mode - 4 September 2019
A few Valve index users have been having some difficulty with the "Tap" to grab mechanic, so we decided to add a new option in the menu. The new "Hybrid" grabbing system works as follows: If you quickly tap the grab button then it will behave the same way as the old Tap to grab mechanic. If instead you hold onto the grab button until the weapon reaches your hand (your controller will vibrate) then it will switch to "Hold" to grab. Once you release the grab the weapon will drop. We hope this is a nice middle ground as we didn't want to add a pure "Hold" to grab due to some corner cases. Please let us know if you have any issues / suggestions for this new grabbing mode. This setting is available under settings --> game. Change Grabbing Mode to 'Hybrid'. Thanks Avaruuskettu and Dwolfin for your feedback!
- Ability to turn off quick / smooth turning - 30 August 2019
We've heard that accidental quick turning was really annoying for people who have the space to physically turn around. So we added the ability to completely turn it off. This setting is available under settings --> game. Change Quick Turning mode to 'None'. Thanks Vahnkiljoy and Avaruuskettu for your feedback!
- New level - SkyRock - 21 August 2019
Previous changelogs on can be viewed on our Discord announcements channel, as well as on our website A new level has been added. Skyrock has you fighting your way through 4 floating islands covered in foliage growing in every direction. We’ve added a few future levels as coming soon in the menus. There is indeed more to come! Cheers everyone and hope you enjoy! https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F32295467%2F619518d7ad1ade1cfdc04c2755cd73935af765a3.jpg
- Changelog Version 0.2.0 - 10 April 2019
Previous changelogs on can be viewed on our Discord announcements channel, as well as on our website. First off, we’d like to thank our users for being patient. In the last few months, work on the game has been slower than we would have liked. Now that we’ve spent a considerable amount of time organizing the project and cleaning up technical debt, we are in a much better place to be delivering content on a more frequent basis. A note to WMR users: We are pleased to finally announce that we now support WMR devices! We hope you enjoy the game, and we’d love to hear how the gameplay feels in these headsets. New Features New Level: Primer Previously, Primer and Extraction were the same mission, with the only difference being that Extraction skipped the introductory tutorial provided by Primer; Primer has now been replaced by an entirely new tutorial mission. Primer teaches the player the ba…
- Little developer update - 22 November 2018
Hi everyone! In general, we try to keep a balance between pushing out features that the players directly witness, and working on internal things that need to get done, like optimization, project organization, code architecture, etc. To be completely honest, we rushed a few things, made some systems a bit too quickly, and now we're working on cleaning up. In short, we've been working on some re-wiring to make sure that we can push content to our fans more quickly, comfortably, and with less regressions. However, this is why we love the early access model. You, the fans, have played such an incredible role in where this game is going. In our last couple of updates, we've learnt a lot about what you guys like seeing, and how to be more efficient in getting those things to you. We'd like to thank everyone for the support and want you to know that work on NeverBound is far from over. We cann…
- Version 0.1.4 Hotfix - 4 October 2018
The latest update, version 0.1.4, published on October 1, contained a bug that caused the save game for the Leap of Faith level to be reset every time the player attempted to load the game from a checkpoint, sending the player back to the beginning of the level. This issue has now been resolved and an update has been pushed to Steam. We apologize for the inconvenience and frustration that this caused. Finally, we would like to thank Discord user ccdeltabeta for bringing this bug to our attention; your feedback has been invaluable to us.
- Changelog Version 0.1.4 - 1 October 2018
Previous changelogs on can be viewed on our Discord announcements channel, as well as on our website. This update includes several new features and updates that we have been working hard on over the past few months. The new features were focused on making our existing missions more enjoyable and re-playable, while the major updates focused on improving the UI and UX. We hope that you all find them as enjoyable as we do, and we look forward to hearing your feedback. In addition to the aforementioned changes, we have been simultaneously been working on developing two new levels. While they are not currently shippable, they are heading into their final stages of development and will be released in our next update. Below are a few screenshots to give you an idea of what is in store. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F32295467%2Faa27172ed8989365dc2e4897afc19d687%25E2%2580%25A6
- Changelog Version 0.1.3 - 13 July 2018
Previous changelogs on can be viewed on our Discord announcements channel, as well as on our website. Over the past month, we have been working tirelessly on improving the performance of NeverBound. This required several major architectural changes to our source code, which, given the extremely small size of our team, ended up taking us much more time than we had initially anticipated. Thankfully, gameplay is far, far smoother now, and the knowledge that we gained throughout this process will be invaluable going forward. Unfortunately, this also means that hardly any new features have been included in this update; our focus was on performance and performance alone. Rest assured, the next update will contain a large number of new features, which we are very excited about. A note to WMR users: We are aware that there are various rendering issues that occur when playing our game using some…
- Changelog Version 0.1.2 - 30 May 2018
Previous changelogs on can be viewed on our Discord announcements channel, as well as on our website. We would like to thank all of our current users for their patience while we finalized our new level, Leap of Faith. Due to its size and complexity, as well as the fact that it is our first outdoor level, we encountered a number of performance issues that caused us to delay its release. In addition to this, because we were excited to get this level out, we rushed our development process, which ended up causing more problems than anything. We have since reviewed what went wrong and have outlined how we plan to improve our development pipeline for future releases, in order to avoid encountering such issues and delays again. We hope that you enjoying exploring the new environment and experimenting with the mechanics that the level emphasizes! In addition to the new level, this update contai…
- Changelog Version 0.1.1 - 27 April 2018
Previous changelogs on can be viewed on our Discord announcements channel, as well as on our website. We would like to thank all of our current users for their continuous support and feedback. In addition to the updates outlined in this changelog, we have been continuously working on developing new levels and game modes. However, in order to enable us to create new content in quicker iterations both now and in the future, we took the time to rework our game mode system in order to make it much simpler to create new modes to accompany new levels. Due to the complexity of this task, those changes did not make it into this update. Rest assured, in the next few weeks we will be pushing out a content patch that will contain all of these major content updates (as well as other updates and bug fixes). We are excited to show you what we have in store! In the meantime, you can enjoy the teasers…
- Patch Notes - 27 March 2018
Changelog: 2018-03-27 New players can see our previous changelogs on our Discord announcements channel (https://discord.gg/enthusiast). New Features Oculus Support! We now officially support Oculus Rift headsets New Rooms: Puzzle/combat rooms added to tutorial This is now the first room the player enters after completing the grenade range tutorial Elite sentinels are now spawned in Blitz game mode when the player’s score becomes high enough The higher the player’s score, the more likely they are to encounter elite sentinels Minor Updates Weapons dropped by sentinels have slightly more ammo than they previously did Added shift pad activation/deactivation to tutorial introduction The grenade range tutorial is no longer skipped by default Added tutorial videos to grenade range to help player learn how to use the grenades Added tutorial to teach player to put weapons in their holsters Incre…
- Patch Notes - 27 March 2018
Changelog: 2018-03-27 New players can see our previous changelogs on our Discord announcements channel: discord.gg/enthusiast New Features Oculus Support! We now officially support Oculus Rift headsets New Rooms: Puzzle/combat rooms added to tutorial This is now the first room the player enters after completing the grenade range tutorial Elite sentinels are now spawned in Blitz game mode when the player’s score becomes high enough The higher the player’s score, the more likely they are to encounter elite sentinels Minor Updates Weapons dropped by sentinels have slightly more ammo than they previously did Added shift pad activation/deactivation to tutorial introduction The grenade range tutorial is no longer skipped by default Added tutorial videos to grenade range to help player learn how to use the grenades Added tutorial to teach player to put weapons in their holsters Increased the d…