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Palallel — patch notes and updates

Stored observation / content update:

Dated developer announcements recorded from Steam. Open the source for the complete update.

UpdateDateExcerpt / source
Price update on Palallel2026-03-30Hello everyone !We just wanted to push out a quick update to announce that the price of Palallel has been slightly altered.In short, the price has been reduced in the vast majority of countries where Palallel is sold in order to adapt to the current financial situation that a lot of countries face. Steam now allows us to adjust the pricing based on the purchasing power of each country individually.This new pricing should allow more people (we hope) to enjoy the game.We wish you a wonderful day ːsansː
Our new project...2023-03-29Hello everyone ːpraisesunː It's not your typical Palallel update. Today we will be talking about GoatApe (it's us btw), what we did in the past few months, and what we're working on. What we worked on After Palallel was released, we took a break from gamedev (yes, how dare they ːcsdmadː). But don't worry this break wasn't very long. We've been thinking about our next project and we choose 3 concepts that were appealing to all of the team. I won't be covering all of the attempts (more about this on discord) but we've been working on 2 prototypes on the foundation of the 3 concepts we chose. These two prototypes have been discarded for several
V1.04a - Difficulty adjusted on world 72023-03-17Reduced difficulty in several levels of world 7 : 7-7 -> Reduced speed & max velocity of directional boxes. 7-8 -> Reduced number of steps by 1 and moves some platforms a bit. 7-10 -> Added a 'checkpoint' on the middle of the level. 7-12 -> Tweaked mass & velocity of boxes.
V1.03a - Level fixes & improvements2023-03-102-10 -> Removed one coordination step. 2-END -> Tweaked final coordination parkour on side A. 3-10 -> Tuned down key movement speed & max velocity and adjusted the key path. 4-7 -> Tweaked size/position of some platforms. 4-8 -> Tweaked size/position of some platforms, one floor has been removed, and the final doors have been moved. 5-4 -> Tuned down the speed & max velocity of the balls. 5-B2 -> Scaled down the balls and added some protections to prevent balls from disappearing. 6-8 -> Scaled up the final collider.
V1.02b - Fixed controller sensibility2022-10-09Small update to adjust the controller sensibility (was way too low before)
V1.02a - Character cursor precision improved & some levels tweaks2022-10-06- Improved cursor precision to avoid issues when multiple buttons/elements stack. - Resize some simple buttons on MID & bonus levels - Scaled up some sprites on MID levels
Demo is back online !2022-06-17Hello everyone ! Just a quick update about the demo. We had to turn it off with the friend pass issues we've had. Now that the game is released and most of the issues critical issues are fixed, we had time to bring it back with some modifications. During the playtests, we unlocked the first two worlds and we kept this with the first version of the demo. We changed that some weeks later to make it end on the level 2-3 (end of the first world, introduction to the world 2 mechanics). We've finally decided to tweak it a bit more and make the demo end at level 1-9 for two reasons : we think it's enough to understand the concept and the main intera
V1.01c - Small level & UI fixes2022-06-13- Fixed pressure button size on level 6-5. - Added some colliders on level 5-12 to avoid balls getting stuck. - Added player-only wall in level 5-END to avoid a softlock situation with the ball in the corner. - Fixed locked levels being accessible.
V1.01b - Hotfix2022-06-09Small update to fix the glitch that allowed the character to perform infinite jump against a wall.
V1.01a - Multiple levels adjustments, fixed character colliders & key grab2022-06-07- Level adjustments : 1-12 -> More space to pile up boxes to get to the upper level. 2-10 -> Easier jump on the last two jumps before the final foor. 3-10 -> Key slide on A-side has been rearranged to have fewer interactions and reflexes requirements. 3-7 -> Removed one step to beat the level, end door modified a bit and adjusted platform height on side B. 1-11 -> Keys moved & removed + other small adjustments. - Fixed an issue that prevented the player to throw a key when it was close to a wall. - Tweaked character colliders to prevent him from getting stuck on doors and obstacles.
V1.00e - Small fixes2022-06-06- Fixed 'one mile' achievement not progressing - Fixed 8-END ending not playing correctly. - Unlocked button 'Next level' on bonus levels (except bor x-B4)
V1.00d - Controller interaction fixes2022-06-01Fixed issue that caused a double interaction with logic elements (buttons, interruptors, ...) when using a controller.
V1.00b2022-05-27- Fixed achievements not unlocking correctly (or at the right time). - Fixed typo in the credits.
Palallel is now available on steam !2022-05-27Palallel is now out on steam ːzaggrinːːpraisesunːːcozybethesdaː It's been a year and a half since we started working on Palallel on our spare time and we're delighted to see the game taking form and to be able to share it with you today. Before we go into the thanks part, we have two small messages for you : If you encounter an issue in game, please contact us on the steam forums or on Discord. If a level is too hard for you, you can skip up to two levels for each world (on the pause menu). Choose wisely ! All levels have been neatly tested one by one, but we lack time to properly test it with external players. We know some levels might feel
Important Price & Friend Pass Update2022-05-22Hello everyone ! We have an important update about two things : Friend Pass & the game's price. TLDR : The Friend Pass is canceled, the price has been adjusted to 5.99$ (4.99€) and ~4.8$ (4€) on the first week. Friend Pass There's no good way to approach this but unfortunately, we have to cancel the Friend Pass due to some technical issues. Don't worry tho, we'll adjust the price accordingly. We thought that the Friend Pass was a great way to increase the game's accessibility. You just have to buy the game and ask your friend to download the Friend Pass version to start playing. We prepared the Friend Pass for a long time but we didn't want t
Palallel is coming on May 27 !2022-05-07Hello everyone ːzaggrinː It is with great pleasure that we can announce that Palallel will be released on May 27 at 5,99$ (4,8$ the 1st week) ! In addition to the new trailer you can check out above, we also updated the steam page to present all of the content and functionalities Palallel will support at launch. Key points to remember : 144 Levels individual levels (among these : 8 trials levels, 8 logic rooms and 32 bonus challenges) 36 Achievements to unlock ! 10 Themed environments Several mechanics and interactive objects to challenge your brain and dexterity Some easter eggs… Character customization pushed to the limit Thank you for your
Dev Update - April 20222022-04-24Hello there ːstimulationː We'll keep this short this time, don't worry, we have some good news today ! Release Date Announcement We chose in the past months to not talk about the release date until we're ready. That's why we only gave you a window of "March To July". While we can't tell you right now the precise date, we're working on the final details and we should be ready to announce the date alongside a new trailer in early May (yes early this time ːsansː). Past & Current Work We wrapped up the final levels and we can finally announce that the game's is fully playable from start to finish. I guess Palallel is now kinda gold ːpraisesunː Ac
Development Update Palallel / Return of the demo - March 20222022-03-09Hello ːtobdogː ! We're happy to be here to talk about what we've been working on and what's coming next for the game in the near future. Return of the demo You heard it, the demo is back ! We tweaked the content and added some new functionnalites since the last time (controller support, richer option menu, new musics & sounds, planing mode, ...). We'll let you discover all of this by yourself ːdipː. Playtests Playtests are still running (they have been for 3 weeks) and the first feedbacks we've received are very useful. Thanks to them, we've fixed a lot of bugs that appeared since the last updates and we tweaked a huge amount of levels. We're
Development Update Palallel - End of 20212021-12-18Hello everyone ːpraisesunːːpraisesunːːpraisesunː, It's been a while since we talked about the game. We had (and still have) quite some things to handle. Since the Steam Next Fest, we worked on multiple fronts, here's a quick overview of what happened : We reworked the network system and switched to the steam network API to handle multiplayer. After the first playtest sessions, some people ran into issues with lags & disconnections. Even though Palallel isn't heavy networking-wise, our previous servers were located in France. This meant high ping for non-EU players and instability. With this rework, this shouldn't be an issue anymore as player
Some news & October Steam Next Fest !2021-09-02Hello everyone, It's been a while since we talked to you, so here we are ! First of all, we will be part of the October Steam Next Fest ! During this event, you will be able to try the game in a short demo with a friend for free. This demo will showcase some basic levels that will be rather easy compared to the rest of the game. They will introduce you to the game and all of the core mechanics. We currently aim at a 60-90min demo with 24 levels. We are also discussing with some people to make an introduction stream at the start of the event to present the game and answer some questions you might have. We will have some news about this later a
Game mechanics : Grab/Throw objects (1/?)2021-07-04Hello and welcome to this sixth devblog, the first of a new series dedicated to the game’s mechanics. We’ll begin with something that may seem easy (at first glance) : grab/throw objects. The purpose of this mechanic is to allow players to grab an object, move the object as he moves and let go/throw the object with a defined power in a direction he chooses. When an object is grabbed, it doesn’t have any gravity applied to it. This allows the player to manipulate the object very easily. We spend a lot of time on this mechanic to make it the most satisfying and the least restrictive as possible. Before I show you our final result, here is the e
Original concept, abandoned ideas and game design decisions (2/2)2021-06-06Hello and welcome to this second devblog (and fifth in total) on old concepts and ideas ! We will review a version of Palallel that is pretty close to what we have today (or at least much closer than the first concept we saw in the first devblog) and another variant. First concept In this first concept, the player’s progression is a bit special. We wanted to make a logical structure for levels that would oblige players to exchange in various ways. The game is split into ”worlds” (we use that term to designate all levels that follow each other). Each player has its own path across multiple levels in the world. I will show you an example where
The most important thing in a couple...2021-05-22Hello and welcome to this devblog about a very important part of the game. As we mentioned in the first devblog, players can’t see what the other player is doing. More than a Game Design consequence, it’s a wish from our part to base gameplay around the dialog between the two players. Communication in a game adds a new dimension that is hard to handle as it’s hardly controllable or measurable. It’s important to understand for the level design that if a puzzle is hard to solve alone with access to both screens, it’s even harder for two players who don’t have any vision on their partner's level. In a cooperation game, the difficulty comes from
Artistic Direction in sight !2021-05-09Hello, today we will present the current state of the Artistic Direction. As a reminder, the artistic direction applies to both visuals & sounds but we will focus on the visual part in this devblog. First of all, the artistic direction of Palallel is restrained by one thing : our skills ! Sometimes, game dev teams lack expertise in some domains. In our case, we don't have a lot of experience in asset creation. This skill issue guided us in our search for an artistic direction. We wanted to create a visually entertaining and simple game while keeping it kind of unique and refined. What a game requires in terms of production is a balance betwee
The jump mechanic : Myths busted2021-04-25Hello and welcome to this new devblog dedicated to the jump and all that implies in the game. The jump is an essential mechanic in the game. It needs to be responsive and satisfying while keeping the original intent we had for the game. We don’t want a rigid jump, but we don’t want that the platformer part prevails over the puzzle part either. Platformer aspect : Even though Palallel is a platformer, it’s first and foremost a puzzle game. It’s not necessary nor desirable to add common mechanics from 2D platformers. Every new mechanic that we add has an impact on the game balance. To explain it more clearly, here is an example : In this situat
Original concept, abandoned ideas and game design decisions2021-04-22Hello everyone and welcome to this first devblog ːpraisesunː We’ll start this weekly series by talking about some directions we considered at the start of the project and with it, the choices we made, and the options we dismissed. Allow me to introduce to you one of the original concepts of the game : Before 'Palallel', something called ‘Coop Platformer Split Screen’ happened. This idea was about a platform coop game in 2D as the title suggests (didn’t see that coming) where you cannot see the other player. The selling point of this game was a mechanic used to exchange objects between the players. Objects were sharable from one player to anot