Trace Vector 2014!

On January 14, 2014, in Trace Vector, by Alex

Trace Vector - Launch Resize

Trace Vector

Trace Vector Release: The day has finally come! Trace Vector is now complete and the Windows beta version will be released on Desura January 18th, 2014! Right now you can pre-order Trace Vector and it will be available in your Desura library as soon as the 18th rolls around.

This initial release will be exactly the same as the build we showed off at Magfest 12, where we met a lot of great people and received an extremely positive response to the game. Based on the play sessions, there has been a slight tweak to the booster zone visuals to help convey what they're going to do before you pass over them. That change along with any other changes that may have to be made will be automatically made available as soon as the patch is done processing and approved.

Mac & Linux: This launch release is for the Windows version only, the Linux and Mac versions are also ready. They need to be independently verified and will be released shortly. Of course, when those versions are made available they will have all the updates the Windows version will.

Soundtrack: Flexstyle (the genius behind Trace Vector's amazing music) has also put together a special arranged version of the Trace Vector Original Soundtrack. This version is the one you want if you want to listen to Trace Vector's music as the versions included with the game are specially formatted to allow for clean transitioning between the levels. A lot of work went into reformatting all the music to be more suitable to casual listening and it turned out great. The sound track will be available for purchase as a stand alone download soon. We are also looking into a Trace Vector game + Soundtrack bundle!  Stay tuned for that! The soundtrack is available now!

Other Distributions & Platforms: Tyler and I make up the entire programming team for Trace Vector so we're taking the releases one at a time; starting with  the three operating systems via Desura and then branching out from there. Of course, we would absolutely love to release Trace Vector on Steam Greenlight so if you'd like to support us there it would be absolutely fantastic (especially if you like your games on Steam!).

As far as other PC distribution options we're open to suggestions. Where would you prefer to play Trace Vector? Send us an email, Tweet us, or send a Facebook comment and let us know. Also we're very interested in producing versions of Trace Vector on other hardware platforms like various game consoles, portables, and Android and iOS devices. Thanks to everyone's help, support, and patience! It's been a long journey to our first release of hopefully many to come. We're not nearly out of ideas! We hope everyone enjoys playing Trace Vector as much as we loved making it. More to come... ~Alex and Tyler

Trace Vector Status Update!

On July 17, 2013, in Trace Vector, by Alex
Here's a small update on Trace Vector: In short, the game is nearly complete. This goes for all versions of the game for Windows, Mac OS, and Linux. For the past couple of weeks we've been going through all the levels and making changes to them for game balance and readability reasons. Most of the time these have been little tweaks such as a junction point that is just a bit too close to another, which makes it hard to read and react to. In some cases we've redone entire sets of levels to explore some of the other mechanics in the game a little more. At this point I think we're all happy with them! Aesthetically there have also been some tweaks to both game field elements and things like menus. Again, mostly for readability reasons based on what we've observed with some of the play test sessions. There is a small story that plays out after each set of levels that is now finalized and complete as well. We've made sure the story will not get in the way, but it's there if you like that sort of thing to give context to the gameplay. An expert mode has also been added to the primary Adventure mode. This mode will take all the levels you've played and make them even more extreme. Of course high scores track for Expert Mode as well. You'll find your experience from your first play through will work against you here ; D The alternate game mode "Endless Mode" is designed to be a more jump in and play endurance game which gets faster and faster as the music steps up. The level generates dynamically as you play and never runs out. Once you crash, it's game over. You play for score in this mode and I think there will be some people who will mostly play Endless, so the mode comes unlocked from the start. It's also a good way to get familiar with the really basic mechanics for Adventure mode. There have been some tweaks some of the minor points in this mode which relate to how the level is randomly generated to make the paths easier to read as well. Trace Vector is heavily driven by the music as it progresses further and gets more complicated as you clear levels. It feels great in the game and a lot of people have expressed interest in a sound track and we've been working with Flexstyle to provide just that based on the extremely positive reaction we've gotten. Because the music in the game needs to be structured in a certain ways to work smoothly Flexstyle has made special arranged versions of all the Trace Vector music just for the sound track. We'll be announcing more details about the sound track and the game soon as we get closer to launch. For the next couple of weeks we will be working to finish up some of the fancy scenes we've been working on that will go at the front and end of Adventure Mode. In the mean time thanks to everyone for the continued support of Trace Vector! If you haven't done so already, check out our Steam Greenlight page and vote to help us get on Steam! We're at the point where we're starting to think about what sort of special things we can do for the early players, so stay tuned for that and thanks for reading!
Five days ago I put up Trace Vector on Steam Greenlight and so far the response has been encouraging and I started working on a couple of the features mentioned such as alternate game modes (ex. Endless / Marathon modes) in response. I've also made some little tweaks to smooth out the camera and I'm experimenting with some UI changes which are being tested right now. Here are some specific questions I have for people: Quite a few people have requested a level editor. If you personally were interested in a level editor would you rather it be built into the game itself or an external program downloadable separately (perhaps via Steamworks)? The game currently has twelve full tracks that are formatted to evolve as you progress. It's a big part of the feel of the game when you play it. They could be remixed and reformatted to be their own stand alone track more suitable for listening to. If such a thing were made available would you prefer it purchasable along with the game on Steam or another external source? What are your preferred sources for that sort of thing? Those are the main points I'm particularly curious about that the moment. If you have any recommendations, questions, or features you'd like to request go right ahead. I'm very interested in what people have to say! Probably the best place to comment would be the Trace Vector Greenlight page, here in the comment section, or by using our contact form if you're the shy type. Meanwhile we'll keep chugging along. More updates soon!


  We've worked hard to get to this point. We just put a brand new trailer and screenshots and posted it all up on Steam Greenlight for voting! If it does well enough Trace Vector will definitely be available on Steam (our preferred platform). So head on over and check it out!