v0.2.0 Changelog


v0.2.0 of SokoWorld has just been released! It includes some core gameplay improvements and release on desktop platforms. Here’s a breakdown of everything that’s new:

Second public release of the game in early access. v0.2.0 comes with a bunch of improvements and features!

  • rewind moves
  • hold input to move
  • level completion save data
  • YM Auto level pack expanded to all 52 levels
  • Pack A level pack expanded to 20 levels
  • desktop builds for macOS, Linux, and Windows
  • goals in Doggo tileset are more clear
  • main menu options with settings, credits, and ability to quit
  • UI improvements

Thank you to the folks who have play tested so far. Your feedback has helped with the improvements.

Let me know if you run into any issues with the desktop builds, as it’s my first time publishing desktop games made with Rust.

A brief note on save data: save data is dependent on level names, which may change as levels get reordered. Save data may get reset or weird for packs if I re-order them ahead of the initial stable release.

For the next release, I’m going to focus on adding some medium difficulty levels and another pack by Yoshio Murase. I’d like to polish up the UI as well. One major issue right now is that the game is hardcoded to 1280x720 as a virtual resolution, and it looks pretty bad on anything larger than that or high DPI screens. I’m going to explore how to make the game look better at various resolutions.

Play SokoWorld!

Files

sokoworld-mac.zip 2.9 MB
Version 0.2.0 27 days ago
sokoworld-linux.zip 2 MB
Version 0.2.0 27 days ago
sokoworld-windows.zip 1.7 MB
Version 0.2.0 27 days ago

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