Demon Turf Trials!
PATCH NOTES
Alright, now to the main event: The MEGA Patch! What's in it? So much. So, so much. Check it out!
PERFORMANCE
- Performance has been drastically improved through fundamental, structural changes behind the scenes. Your game will likely perform significantly better now even on older machines.
- We have added more settings to adjust performance per machine including the option to turn off Depth of Field Blur, Bloom and lights at a distance.
- Improved start up time & memory usage in general.
- Significantly faster loading times for a majority of levels.
VISUALS
- All levels have been spruced up when it comes to color grading, shadow strength, lighting and general ambience.
- New Anti Aliasing method has been added that makes those jaggies silky smooth, turned on by default.
- Shadows are now set to close fit at the highest quality setting, good bye jitters!
- Gamma setting values now more accurately brighten up the screen.
- New outline shader that comes with adjusted visuals and fades at a distance to lower background noise
GAMEPLAY ADJUSTMENTS
- Super Dribble! Hold down the jump input during a super jump to bounce off the floor, let go right when landing for an extra high bounce!
- Glide exit now has a greater momentum applied to it.
- Glide swoops now have a greater buffer time, so they are easier to do.
- Ground glide now allows you to jump out of it for quick successive punch attacks!
- Rollout trigger in the air now has more height again, but falls faster after a few seconds.
- Punch charges faster now & has a temporary speed burst.
- Charged punches hit harder and jabs can be executed faster.
- You can now jab in the air and air punches can be aimed in general.
- Holding forward or not no longer matters during rollout jumps.
- Adjusted camera values in moves like surface swim boosting & hookshotting + unlocks.
- Wall cling is now slightly less clingy.
- If you get stuck in some geometry you receive a little push vertically after a few seconds.
SETTINGS
- X and Y camera values have now been separated for each individual ability
- Gamepad sensitivity sliders have a much higher max value now to compete with mouse players.
- You can now display your total play time in the GUI at all times, it even pauses during loading screens for any% runs.
- You can now type in & display your username in the GUI for streams/recordings.
- Added official ultra wide support to the game.
LEVEL DESIGN
- Level design has been polished up everywhere.
- Tutorial level now has a more interesting combat tutorial & explains jabs during the weight plate section.
- Arena visuals have been adjusted and it now looks more like it’s taking place in Forktown
- Enemies now spawn in when entering combat zones and aren’t there beforehand anymore
GUI
- New visual when beating conditional zones.
- GUI has been slightly sized up. (Will have a scale slider in the near future.)
- Battery Thief is now accessible in the Quest menu.
- Hold inputs have been emphasized in tutorials and moveset menu.
- Added checkpoint hinters in Apocadesert levels as a reminder to players.
- Added a new selfie in the loading screen.
- Leaderboards now accurately display dyes & mods.
MISC
- More bug fixes and polishes than I can remember. So, so many…
- Tons of new, tweaked & improved sound effects.
- Restarting the game after a failed leaderboard submission will now resubmit your time properly. We swear it works now! Probably.
- Improved sweet finder arrow
- Fixed intro sweep timing & pacing.
- Updated credits
- Intro cutscene now skippable, you’re welcome runners!
- Added Playtonic Friends splash screen & more..!
- Added staging system to avoid long black screen on startup of the application.
- Fancy exit animation for level gates.
This Week's Winner
Pretty dope, right? Let us know what you think! Now, who won this week? Number 1 spot by a WIDE margin, congratulations to Trial Winner #20: Dynamix!INCREDIBLE time, gg!
The next trial is another racer!
Good luck out there, champions!

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