Scorefall — v1.1 HUGE Update!


Hey everyone! A lot has changed since launch. Here's the full rundown of everything that's been added, fixed, and improved.

Scorefall

New Features

Game Speed Control

You can now choose your preferred game speed from the options menu: 1x, 1.5x, or 2x. This setting persists between sessions so you don't have to set it every time. Great for when you're deep in a run and want things to move faster, or slower when you're making careful upgrade decisions. (The original 3x option was removed after testing; it caused some physics edge cases and wasn't as fun as it sounds.)

Display Mode Setting

You can now switch between Fullscreen, Borderless Window, and Windowed mode from the options menu. This setting also persists between sessions.

Music Track Picker

There are now three music tracks in the game, and you can switch between them from the options menu mid-session. Two new tracks have been added alongside the original.

Rebuilt Options Menu

The options panel has been completely rebuilt. Music and SFX volume sliders, the music track picker, display mode, and speed mode are all in one place now, accessible from both the main menu and in-game.

Settings Menu

Steam Achievements

Steam achievement support has been fully integrated. 24 achievements are wired up and reporting correctly to Steam. Two achievements that were previously broken (see bug fixes below) should now unlock properly on Steam as well.

Main Menu Update Panel

The left panel on the main menu now shows v1.1 patch notes and a prompt to leave a Steam review, replacing the previous placeholder content. The review button now links directly to the Steam review page.

Bug Fixes

Achievement Fixes

20 Coins and Big Spender achievements were silently resetting their counters every round, making it impossible for them to ever trigger. Both are now fixed and accumulate correctly across an entire run.

Save / Load Fixes

Several save/load issues were fixed that could cause runs to load in a broken state:

Reroll counts were not saving or restoring correctly

Challenge 9's relic limit was not restoring on load

Ball icon count was not being trimmed to the max ball number on load

An extra ball image object's visibility was not syncing correctly after loading

Split Ball Physics at High Speed

At 1.5x and 2x speed, split balls were inheriting too much downward velocity and ricocheting violently off bucket walls. Split balls now spawn with a zero-bounce physics material that gets restored to normal after a short delay, preventing the ricochet while keeping the physics feeling correct.

Audio Fixes

 Fixed a null reference error in the button release sound that was triggering on certain UI interactions

 Fixed the main menu audio manager reference that was throwing null errors when returning from the game scene

 General audio stability improvements and SFX pool tuning

 Out-of-Bounds Ball Safety

Added a safety net that destroys balls that escape the play area boundaries. Previously these could cause a round to hang indefinitely waiting for a ball that would never land.

Rock Ball Barrier Bug

Fixed a bug where rock balls could clip over the side barriers under certain conditions.

Outer Peg Behavior

Disabled the outermost pegs which were causing unintended ball behavior near the edges of the board.

UI / Options Panel Fix

Fixed an issue where the options panel could be blocked by other UI elements due to child ordering.


Thanks for all the feedback and support since launch, it's directly driven a lot of these fixes so keep it coming!

Files

Demo_1.1.zip Play in browser
19 days ago
Linux_1.1.zip 79 MB
19 days ago
Mac_1.1.zip 89 MB
19 days ago
Windows_1.1.zip 81 MB
19 days ago

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Comments

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Nice update, especially the level of detail in the fixes.

If I was testing this build, I’d focus on:

  • save/load consistency, particularly restoring mid-run state correctly after the fixes
  • achievement tracking across full runs and multiple sessions
  • physics behaviour at 1.5x and 2x speeds, especially after the split ball changes
  • options persistence (speed, display mode, audio) across relaunches and scene transitions
  • UI layering after the options panel rebuild to make sure it can’t be blocked again

The save/load and speed-related physics changes feel like the highest risk areas, since they can introduce issues that only show up after longer play sessions.