Random Trigger — NEW (Classic levels)
- Flip a coin in your level. Set Target Group, Target Group 2 and a Chance (%). When you reach the trigger, it fires Target Group with that chance, and Target Group 2 otherwise. At 100 it always picks the first group, at 0 always the second.
- New roll on every attempt. Each retry can take a different path.
- Practice mode is fair. If you die after a checkpoint that comes before a Random trigger, you get a new roll. Random triggers you already passed before that checkpoint keep their result.
- Replays show the same path. Watching a run shows the branch that was actually played.
- Works with Spawn, Touch and Multi triggers.
Scale Trigger — NEW (Classic levels)
- Grow and shrink groups. Set Scale X / Scale Y, a duration and easing, and the group resizes smoothly. Hitboxes scale with it, so a spike made 2× bigger is dangerous 2× bigger.
- Scale around a center. Pick a center group and objects spread out or pull in around it.
- More options: Div by X / Div by Y (scale by 1 ÷ value), Only Move (moves objects without resizing them), Relative Rotation and Relative Scale.
- Works with Touch, Multi and Spawn, and with Rotate and Move triggers on the same group.
Camera Triggers — NEW (Classic levels)
- Zoom. Zooms the camera in or out (0.4× to 3×) over time.
- Offset. Moves the camera off your icon. 30 = one block, so small values barely show.
- Static. Locks the camera onto an object. Turn on Follow to keep tracking it while it moves. Exit Static returns the camera to you smoothly; Exit Instant snaps it back.
- Edge. Puts a wall on the Left, Right, Top or Bottom that the camera can't scroll past.
- Rotate. Tilts the whole view. Use Add to rotate from the current angle and Snap 360 to take the shortest way round. Works through Mirror portals too.
- Mode. Free Mode removes the ship / ball / UFO / wave / spider corridor so the camera follows you anywhere. Edit Settings sets how tightly the camera follows (Easing, Padding).
- Camera Guide (editor only). With Show Effects on, it draws what the player will see from that spot: a green 3:2 frame, an orange frame for your real screen shape, and a yellow line for the player's position.
- Practice checkpoints remember the camera, including touch triggers you already hit.
- Triggers with lots of settings now have pages in their edit panel. Use the < > buttons to switch.
Triggers come alive: Spawn, Toggle, Stop, Hide/Show Player and Animate now really run in Classic levels, keys, potions and coins can be collected and counted with the Instant Count trigger, and imported levels keep their colours, layers and movement.
Triggers That Now Work (Classic levels)
- Spawn Trigger. Fires every trigger in its Target Group, after its delay. Chains of Spawn triggers add their delays up correctly, and Touch Trigger / Multi Trigger work on it too.
- Toggle Trigger. Turns a group off or on — and a group that's off is really gone: invisible blocks no longer hold you up and invisible spikes no longer kill you. In the editor its circle is green when it turns a group on and red when it turns one off.
- Stop Trigger. Freezes whatever a group of triggers is doing: moving and rotating objects stop where they are, fades keep their opacity, colour changes keep their current colour, pulses end, and Spawn triggers still waiting on their delay are cancelled. Point it at the group of the triggers (Edit Group on the Move trigger), not the group of the blocks.
- Hide Player / Show Player. Makes your icon invisible — you can still die, so watch out.
- Animate Trigger. Point it at a group with monsters and set an Animation ID to make them bite, attack, sleep and more exactly when you want. It works on the three monsters that have these animations; the other monsters ignore it. Play-test to see it.
- New "Spawn Triggered" box on the Move, Alpha, Rotate, Color and Pulse triggers, so a Spawn trigger can fire them.
Collectible Items + Instant Count — NEW (Classic levels)
- Keys, potions and small coins can be picked up. Select one, open Edit Object, give it an Item ID and tick Pickup Item — touching it collects it and adds 1 to that item's count (tick Subtract Count to take 1 away instead).
- Or make it a switch. Tick Toggle Trigger instead and picking it up turns a group on or off.
- Instant Count trigger. When you reach it, it checks an item's count — Equals, Larger or Smaller than a number — and turns a group on or off if it matches. Example: three keys with Item ID 1, then an Instant Count set to Item 1 · Equals 3 that opens the door.
- Each item can be collected once per attempt, and practice checkpoints remember what you had picked up.
- Pickup and Count triggers inside imported levels work too.
Imported Levels
- Colours come through. Imported objects keep their colour channels (before, most fell back to default colours), plus their size, glow and colour blending — and objects are no longer shifted twice.
- Move triggers move the right distance. They used to move objects 30× too far.
- Layers are right. Decoration spikes sit behind real spikes again, and outlines stay on top of the blocks they outline.
- Levels you imported before this update still carry the old data — import them again to get these fixes.
Editor
- See what you selected. Selecting objects now shows the object ID, colour channels (C1 / C2), groups, Layer, Z order and editor layer (L). Lines only appear when they apply; with several objects selected you see what they have in common.
- Total objects in the level is always shown on screen.
- 40 more objects in the build panel that you couldn't place before. The shelves are tidied too: signposts, keys, potions and skulls moved to the sprites tab, clouds to the organic tab, and three ring decorations now spin on their own. Every icon now fits inside its slot.
- Pulse Trigger HSV mode works in both UI themes. It used to flash white and wouldn't save.
- Z Order accepts negative numbers.
- Target Group numbers now show on the Spawn, Toggle, Animate, Stop and Instant Count trigger icons.
- Trigger panel checkboxes line up with their labels, and a Particle object that did nothing was removed from the build panel.
Monsters
- Monster glow follows the monster. The glow no longer drifts off the body when monsters flap their wings or attack.
Shop & Main Menu
- Buying the last colour of a colour pack works again. It used to fail with "Item not found in catalog".
- New Discord and GitHub buttons on the main menu, in both UI themes.
Race Mode is here — race with bot. Rated community levels now pay out stars and orbs. Plus a fix for level progress being wiped when you played on a second device, and a batch of gameplay-accuracy fixes including the Move trigger bug that let you fly through solid blocks.
Race Mode — NEW
- Quick Play. Hit RACE on the main menu, pick EASY / NORMAL / HARD and the server picks a map for you.
- The finish line is a leaderboard. Crossing it shows the standings, your placement and everyone's finish time, plus RACE AGAIN and EXIT.
Rewards & Progress
- Rated community levels pay stars and orbs. Playing a moderated community level now earns you progress the same way the main levels do.
- See your own progress on a community level. New info button on the card of any level that pays rewards: total attempts, total jumps, best Normal % and best Practice %.
Gameplay
- Move trigger + Lock X: no more flying through solid blocks. With Lock X on and a very long Move Time, you passed straight through every block and spike in the moved group. The collision lookup was dropping the exact column under your feet.
- Mirrored dash orbs now dash where the arrow points. A dash orb flipped horizontally sent you the opposite vertical way from the arrow drawn on it.
- Chained slopes: no more snapping down instead of launching. From the second slope onwards you lost the exit launch and dropped straight down, even without touching a button.
- Wave no longer rides through a block in a D row. A mini wave could pass clean through an unmarked block, and a normal wave died at the far edge of it instead of the near edge.
- Dual: a mode portal no longer drags the camera and the corridor. While duplicated, hitting a mode portal at a different height moved your view and the corridor floor with it. Only the height changes now, like the original game.
Editor
- Build panel is sorted by art set. Objects from the same art family sit next to each other in every tab — pads, orbs, letters and shields are no longer interleaved.
- Smoother on big levels. Placing and deleting objects and hitting Play / Resume no longer stutter, and dragging an object stays inside the panel instead of spilling out.
- LBG blending can't be switched off any more. It's a system colour channel — turning it off made the same level look different depending on which engine opened it.
Practice
- Auto checkpoints that drop you into a death now clean themselves up. An automatic checkpoint could land right before an unavoidable death, so reviving killed you again instantly, forever — the only escape was pressing X. Those are removed on death now. Checkpoints you place yourself (Z or the + button) are never touched.
Other
- Mobile: the keyboard opens again after you close the login or account-recovery panel.
A gameplay-accuracy and creator-tools update — plus a fix for the editor crash that's been forcing page refreshes, a big editor performance pass, and fixes for save data, the Endless leaderboard, and level names that were being rejected for no reason.
Gameplay
- UFO + red orb now jumps its full height. The launch was being clipped by the flight ceiling one step after it fired, costing about half the height. Now matches the original game.
- Wave (Legacy engine): no more diving through the corridor floor. A block placed level with the corridor surface made the wave nose down ~45° and die at the block's edge instead of gliding on.
Sharing & Music
- Sharing a level as Public now checks the song: if the track isn't approved yet, the level can only be shared Unlisted. It checks live, and a bad connection won't lock you out.
Editor Performance
- Fixed the hard crash that froze the editor and forced a page refresh.
- Major performance pass — the editor runs noticeably smoother overall, especially on large levels and when editing big groups.
Level Names
- Minimum length is now 3 characters (was 6), and blank names can't slip through anymore.
- Renaming shows up right away — sync your level and the new name appears everywhere: public list, moderation queue, level manager.
Visuals
- Trails are yours again. They're no longer tied to graphics presets, on by default on every tier, and only the Trails toggle in Settings changes them. If Low mode turned yours off before, switch it back on once.
- Robot / Spider art re-exported 15–30% smaller.
Found something? Tell us
- Bugs — post in bug-reports with the level ID, which engine the level is on, and a clip if you have one.
- Ideas & suggestions — post in recommendations.
Dual Engine (Render + Physics)
The game now runs two engines in parallel:
- Legacy Engine (OLD)
- Classic Engine (NEW)
The new engine is built on a completely different mechanism, so it's not fully compatible with older levels — some may play slightly differently on it. In exchange, it delivers a noticeably better experience: smoother physics, more responsive input, and much better performance.
That's why we're keeping both:
- Existing levels stay on the Legacy Engine by default — nothing changes for them.
- Newly created levels run on the Classic Engine (NEW).
- Creators can upgrade an old level to the Classic Engine with a single button whenever they're ready.
Exclusive to the Classic Engine (NEW)
- A full rebuild of the original classic physics system.
- A new rendering pipeline — big improvement to performance and FPS.
- Move Trigger is complete — with Easing, Touch Triggered, Multi Trigger, and Lock X/Y.
- Alpha Trigger is complete — classic-exact fade behavior, a full editor panel, and a live fade preview.
- Ghost trail on/off triggers are now supported.
- Significantly more responsive input — the game feels much smoother overall.
- Robot and Spider game modes, with brand-new character art and animations.
Level Manager
- Every level now has just two states: Live and Draft — simple and easy to keep track of.
- Edit freely in your Draft without touching the Live version players are running.
- Upgrading an old level to the Classic Engine (NEW) is a single button press.
Physics & Feel
- Cube, UFO, Ball and Ship rebuilt for that authentic classic feel — jump height, gravity, every pad and orb, gravity portals, all tuned per speed tier including mini.
- Speed Portals now activate on actual hitbox contact, exactly like the classic game.
- Gamemode portals carry your momentum through the classic way instead of resetting it.
- Dash Orb now buffers like every other orb — click a hair too early and it still fires.
- The game plays identically at any framerate — smooth and consistent at 60 or 240 FPS, especially over slopes.
New Objects
- Spider Pad and Spider Orb — instant Spider-style teleport to ceiling or floor.
- 4x Speed Portal — available in the editor for Classic Engine levels.
- Size Portals now play a springy grow/shrink animation.
- Mirror Portal now animates a smooth flip.
Visuals & Audio
- Portal-use effects fully rebuilt: lightning, a shockwave ring, and an animated shine on every portal.
- Orbs and pulsing decorations now pulse to the actual music — on both engines. The wave trail breathes with the beat too.
- Particle and trail colors now match the classic look for every game mode.
- New Spider teleport effects, plus dust and landing puffs.
- Portal flash toned down — thanks for the feedback on this one!
Practice Mode
- Respawns are much faster: 1.5s → 0.5s
- The 3-2-1 Start Delay countdown now applies to practice respawns too.
- Place/Delete Checkpoint keys can be rebound, and the practice HUD buttons show their key labels.
Level Editor
- Press Enter to start a playtest instantly. Enter also pauses/resumes, and retries after you die.
- Edit mid-playtest: pause (or die), tweak your objects, then Resume — the run continues with your changes applied.
- Your run trail and death markers now stay visible for the whole attempt.
- Move and Alpha Triggers display their group ID, and color channels show names instead of numbers.
- Level Settings: choose Robot or Spider as the starting mode, plus new Grid and Hitbox toggles.
- Scroll horizontally with Alt+Shift+mouse wheel.
- The palette "Default" button now properly restores the level's original colors.
Interface & Account
- Classic UI theme — a full classic UI for the entire interface. Switch it in Settings; your choice is saved to your account.
- The HUD now shows your progress percentage next to the progress bar.
- Favorites now work for guest accounts.
- Account recovery without leaving the game: Forgot Password, Forgot Username, and Re-activation.
Settings
- Character Glow now defaults to OFF. Your saved choice is kept, and switching graphics presets no longer resets it.
- Fixed an issue with uploading custom songs.
NOTE: Clear your browser cache to ensure you are using the latest version (v26071102).
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