012.439


Additions

  • Scripting & NPCs

    • Added placeable Script Trigger areas, expanding the original dialogue-area system into a full scene scripting tool.
    • Scripts can contain unlimited sequential steps, with +AND actions allowing multiple actions to run together inside a step.
    • Added script actions for dialogue, movement, facing, sprite states, camera control, carrying, throwing, and player-control changes.
    • Added Full Control, Walk Only, and Locked control modes for scripted scenes.
    • Added Insert Step support so new script steps can be inserted between existing steps.
    • Added placeable NPCs for Spark, Lady Spark, and Gootz.
    • NPCs are saved per subworld and can be controlled by scripts.
    • NPCs can participate in dialogue, move through scenes, change facing/poses, be carried, and be thrown.
    • Added gameplay pickup/carry/throw support for NPCs.
    • Added placeable Ivan Wake Areas. When present, Ivan waits at the configured location until Spark enters the area and wakes him.
    • Ivan's awakened state persists through subworld changes and checkpoints.
  • Level Builder

    • Added placeable Fog Volumes. Resize the area to control where localized fog is generated.
    • Portal Blocks now support Visible and One-Use options.
    • Checkpoints now support a Visible option.
    • Notice Boards now support Cork and None skins.
    • Notice Boards now support proximity visibility, fading in when Spark gets close and fading out when he leaves.
    • Added per-subworld Procedural Generation controls.
    • Added Generation Start X.
    • Added Generation End Distance.
    • Added Generation Profile.
    • Added per-subworld Enemy Tier controls.
    • Added Ending Template X / Y / Width / Height. Content inside the template region can be moved to the generated end of a procedural subworld.
    • Added per-subworld Lighting Canvas Opacity.
    • Added a categorized item/modifier browser with Base, Universal, Elemental, and weapon-specific groups.
    • Added builder item searching, filtering, alphabetical sorting, and item counts.
    • Added generated letter/initial icons for items that do not yet have dedicated artwork.
  • Endless / World Structure

    • Added an authored opening path before Endless generation begins.
    • Added editor-driven subworld entry titles and descriptions.
    • Added Act 343 / Prologue and The Void into the current world flow before Act 1.
    • The Void can run without a normal background.
    • Added per-subworld enemy tiering and procedural difficulty controls.
    • Enemy health can continue scaling with local procedural distance, while enemy quantity scales up to a capped maximum.
    • Added authored ending-template support so generated subworlds can finish with a hand-built exit/transition area.
  • Subscriber Features

    • Added Subscriber / Bug Finder / Developer access gating for advanced creator features.
    • NPC placement, Script Triggers, Ivan Wake Areas, procedural-generation authoring controls, Act 343, and The Void are advanced creator features.
    • Existing levels containing advanced features remain playable; access restrictions apply to authoring or changing those features.
    • Added a global Subscriber Feature card when a locked feature is selected.
    • Subscriber feature cards and Supporter badge perk links now lead to /subscribe.
    • Added Lightning Limbs as an Appearance option for Subscribers, Bug Finders, and Developers.
    • Fyred Up still automatically uses lightning limbs regardless of the Appearance preference.
    • Added subscriber-aware server-side save enforcement so locked creator data cannot be added or changed by modifying the client request.
  • New Items

    • Added 59 new upgrades after 012.438:
    • Stomp Driver — Rare, stackable, max 4. Jump and ground-pound damage is increased by 50% per stack.
    • Fyre Spring — Magic, stackable, max 5. Fyre regenerates 15% faster per stack.
    • Battle Ivan — Legendary, non-stackable. Permanent Ivan attacks nearby enemies with your projectile. Projectile damage -25%. Fyre regeneration -25%.
    • Orbital Impact — Epic, stackable, max 4. Orbitals deal 50% more contact damage per stack. Fyre regeneration -5% per stack.
    • Orbital Drive — Epic, stackable, max 4. Orbitals rotate 35% faster per stack. Fyre regeneration -5% per stack.
    • Constellation — Legendary, non-stackable. Spark stops firing projectiles. Each active orbital fires instead. Total shot damage is divided between the orbitals. Fyre regeneration -20%.
    • Phase Impact — Epic, non-stackable. Dodge rolling through an enemy deals 50% of your projectile damage. Projectile damage -25%.
    • Downburst Boots — Rare, non-stackable. Each double jump fires one of your projectiles straight down. Attack speed -15%.
    • Third Step — Epic, non-stackable. Double Jump Boots gain one additional air jump. Attack speed -20%.
    • Point Blank — Rare, stackable, max 3. Close hits deal 40% more damage per stack. Long-range hits deal 20% less damage per stack.
    • Afterburn — Rare, stackable, max 3. Projectiles detonate for 40% damage when they end. Projectile range -20% per stack.
    • Aerialist — Rare, stackable, max 3. Airborne attacks deal 30% more damage per stack. Grounded attacks deal 15% less.
    • High Ground — Rare, stackable, max 3. Downward-traveling projectiles deal 35% more damage per stack. Upward shots deal 20% less.
    • Fyre Overflow — Epic, non-stackable. Above 90% Fyre, gain 30% damage and 15% projectile speed. Fyre regeneration -20%.
    • Empty Chamber — Epic, non-stackable. Below 25% Fyre, gain 35% attack speed and 10% critical chance. Projectile damage -20%.
    • Conservation — Rare, non-stackable. A projectile that expires without hitting an enemy refunds 40% of its Fyre cost. Projectile damage -10%.
    • Fyre Leech — Epic, stackable, max 3. Kills restore Fyre based on enemy max health. Fyre cost +15% per stack.
    • Critical Dynamo — Epic, stackable, max 3. Critical hits restore a small amount of Fyre. Critical damage -25% per stack.
    • Overkill — Epic, non-stackable. Excess killing damage jumps to the nearest enemy at 50% effectiveness. Projectile damage -15%.
    • Opening Statement — Rare, non-stackable. Your first hit against a full-health enemy deals 75% more damage. Later hits against that enemy deal 10% less.
    • Last Word — Epic, non-stackable. Enemies below 20% health take 75% more damage. Enemies above 80% health take 20% less damage.
    • Vendetta — Rare, non-stackable. The last enemy to damage Spark takes 50% more damage. Other enemies take 10% less while a Vendetta target lives.
    • Crowd Pressure — Rare, non-stackable. Gain 8% damage per nearby enemy, up to 40%. With fewer than two nearby enemies, damage is reduced by 15%.
    • Crossfire — Legendary, non-stackable. Hits from two different attack origins expose an enemy for bonus damage. Projectile damage -15%.
    • Wall Spark — Epic, non-stackable. Wall jumps fire a projectile away from the wall at 60% damage. Attack speed -15%.
    • Cling Capacitor — Rare, non-stackable. Fyre regenerates 50% faster while clinging. Attacks fired while clinging deal 20% less damage.
    • Grapple Mark — Epic, non-stackable. Grappled enemies are marked and take 40% more projectile damage for several seconds. Projectile speed -15%.
    • Rift Wake — Epic, non-stackable. Teleporting damages enemies near both the departure and arrival points. Projectile damage -20%.
    • Jetwash — Rare, non-stackable. Jet exhaust damages and knocks back enemies below Spark. Fyre regeneration -15%.
    • Shield Reactor — Epic, non-stackable. Breaking a shield grants 35% attack speed and 25% damage for 5 seconds. Fyre regeneration -15%.
    • Roll Reload — Rare, non-stackable. Completing a dodge roll immediately readies your next attack. Projectile damage -10%.
    • Backstabber — Rare, non-stackable. Attacks from behind deal 40% more damage. Frontal attacks deal 15% less.
    • Scrap Capacitor — Rare, stackable, max 3. When Ivan collects a Part, temporarily gain attack speed and Fyre regeneration. Projectile damage -10% per stack.
    • Orbital Parry — Epic, non-stackable. When an orbital destroys an enemy projectile it fires a counter-shot toward the attacker. Projectile damage -10%.
    • Rear Battery — Epic, non-stackable. Rear Guard stores energy from contact hits and fires a strong rear shot when charged. Fyre regeneration -10%.
    • Momentum Coil — Epic, non-stackable. While fully Fyred Up, gain 35% projectile damage and 25% projectile speed. While not Fyred Up, projectile damage is reduced by 15%.
    • Skid Spark — Rare, non-stackable. Hard high-speed ground turns release a damaging horizontal pulse. Attack speed -10%.
    • Panic Button — Epic, non-stackable. Taking direct damage launches a ring of reduced-damage versions of your projectile. Fyre cost +20%.
    • Binary Trigger — Legendary, non-stackable. Attacks alternate between a huge slow 160% damage shot and a tiny fast 60% damage shot. Attack speed -10%.
    • Redline — Epic, non-stackable. Natural Fyre recovery stops at 60% maximum. While below 60% Fyre, projectile damage is increased by 35%.
    • Deep Reservoir — Rare, stackable, max 3. Maximum Fyre capacity +40% per stack. Fyre regeneration -20% per stack.
    • Emergency Ignition — Epic, non-stackable. Running completely out of Fyre restores 35% maximum Fyre. Has a cooldown. Fyre cost +15%.
    • Perfect Timing — Epic, non-stackable. Completing a dodge roll without taking damage makes the next attack a guaranteed critical strike. Critical damage -15%.
    • Pinball — Rare, non-stackable. Enemies slammed into solid geometry at high speed take collision damage. Projectile damage -15%.
    • Friendly Fyre — Legendary, non-stackable. Enemy projectiles can damage other enemies. Projectile damage -25%.
    • Gravity Funeral — Epic, non-stackable. Killing an enemy pulls nearby enemies toward the death point. Projectile speed -20%.
    • Lone Wolf — Rare, non-stackable. Isolated enemies take 40% more damage. Enemies in groups take 15% less damage.
    • Kill Chain — Epic, non-stackable. Each kill adds 25% damage to the next attack until a projectile expires without hitting. Projectile damage -15%.
    • Predator's Patience — Rare, non-stackable. Standing still charges your next attack up to 75% bonus damage. Moving releases the charge. Attack speed -10%.
    • Seeking Spark — Epic, non-stackable. Projectiles gently curve toward nearby enemies. Projectile speed -25%. Projectile damage -10%.
    • Return Current — Epic, non-stackable. Projectiles that reach the end of their range reverse once at 60% damage. Projectile range -20%.
    • Parasite Round — Legendary, non-stackable. The first hit embeds a parasite that periodically releases weaker copies of your projectile. Attack speed -25%.
    • Elemental Instability — Legendary, non-stackable. Attacks cycle through Cold, Lightning, Fire, and Poison. Projectile damage -20%.
    • Catalyst — Epic, non-stackable. Enemies suffering two or more different elemental statuses take 30% more damage. Individual status application is reduced.
    • Ivan's Fetch — Epic, non-stackable. A missed projectile that expires near Ivan is thrown back toward the nearest enemy at 60% damage. Attack speed -15%.
    • Sacrificial Orbit — Legendary, non-stackable. An active orbital can intercept a hit that would damage Spark, then becomes disabled temporarily. Fyre regeneration -20%.
    • Tight Formation — Epic, non-stackable. Orbitals move much closer to Spark and deal 35% more contact damage. Their defensive coverage radius is much smaller.
    • Meteor Boots — Epic, non-stackable. Down + jump while airborne converts an air jump into a fast damaging slam. Normal jump height -20%.
    • Fyre Roulette — Legendary, non-stackable. Every attack rolls one extreme projectile property and one matching drawback. Fyre regeneration -15%.
  • Enemy Roster Overhaul

    • Expanded the act-based enemy roster to 70 enemies across Acts 1–7, plus Empty Buzzer as a special additional enemy/pickup.
    • Enemy roles now include runners, hoppers, skittering enemies, tanks, ranged attackers, wall/ceiling attackers, burrowers, shielders, healers, grapplers, flankers, teleporters, summoners, support enemies, suppression enemies, and other specialized behaviors.
    • Current act roster:
    • Act 1: Buzzer, Supremo, Runner, Hopper, Skitterer, Bruiser, Rammer, Spitter, Tumbler, Beaconling.
    • Act 2: Buzzah, Supremah, Divewing, Lobber, Ambusher, Wall Pouncer, Diver, Thornback, Sporecap, Bloom Pod.
    • Act 3: Bazzah, Supramah, Ceiling Dropper, Block Crawler, Burrower, Shardling, Prismeye, Geode, Crystal Leech, Mirrorling.
    • Act 4: Phasewing, Grappler, Flanker, Ninja, Ceiling Walker, Gravity Well, Vector, Swapling, Orbit Wisp, Null Field.
    • Act 5: Scattersting, Deflector, Protector, Healer, Bomber, Sentry Node, Mine Layer, Relay, Packet, Redirector.
    • Act 6: King Bazz, KingSupreme, Summoner, Ravager, Parasite, Husk, Blister, Corruptor, Maw, Fleshling.
    • Act 7: Crownsting, Suppressor, Warden, Commander, Singularity, Chronolock, Gatekeeper, Arbiter, Mirror, Assimilator.
    • Added/overhauled distinct behavior for enemies including Runner, Hopper, Skitterer, Bruiser, Rammer, Spitter, Tumbler, Beaconling, Divewing, Lobber, Ambusher, Wall Pouncer, Diver, Ceiling Dropper, Block Crawler, Burrower, Flanker, Ninja, Grappler, Deflector, Protector, Healer, Bomber, Suppressor, Warden, Commander, and others.
    • Runner now uses a committed dash that passes through Spark and finishes beyond him rather than behaving like a normal Buzzer lunge.
    • Hopper moves primarily through repeated hops and redirects when colliding with ceilings.
    • Wall Pouncer searches for a wall, attaches, telegraphs, and launches an arcing pounce.
    • Ceiling Dropper finds valid ceilings, waits above Spark, drops straight down, and then searches for another ceiling.
    • Flanker races to the opposite side of the fight, vaults over Spark if blocked, and fires a quick projectile burst.
    • Ninja teleports ahead of a moving Spark, fades in to attack, becomes vulnerable briefly, and fades back out.
    • Burrower travels through terrain between attacks and can emerge from ceilings or floors.
    • Protector shields nearby enemies.
    • Healer stays behind allies and restores enemy health.
    • Grappler attacks from long range with a physical hook and pull.
    • Suppressor creates a field that heavily slows player projectiles and Wand summons.
    • Warden deploys temporary barriers and slowing puddles.
    • Commander tethers nearby enemies, improves their combat movement/attack behavior, and keeps groups together.

Improvements

  • Added caching, unloading, and retrieval of procedural Endless zones so older platforms and enemies do not remain permanently loaded during long runs.
  • Expanded the Endless Debug [F6] menu with platform, enemy, and world-generation metrics.
  • Updated the home page so Endless is presented simply as Play.
  • Improved fog lighting so fog responds better to the colors and backgrounds around it instead of washing out the scene.
  • Improved subworld background/theme switching so the selected world's background is consistently restored after transitions and AJAX navigation.
  • Save & Play now preserves the subworld currently being edited instead of allowing checkpoint state to override the selected world.
  • Procedural ending templates now align to the generated exit/floor instead of blindly using their original Y position.
  • Improved checkpoint restoration so health, XP/level HUD state, dialogue progress, Ivan wake state, consumed one-use portals, and other world state restore more consistently.
  • Notice Board proximity visibility now uses a tighter four-block range.
  • Reduced Notice Board text size for better readability inside the board.
  • Improved builder resizing so play-area bounds, chunk grids, cached patterns, and runtime collision data refresh correctly.
  • Added live Lighting Canvas Opacity preview and made the setting persist per subworld.
  • Improved script camera behavior with level-bound clamping, more stable framing, and slower/smoother zoom behavior.
  • Improved scripted movement defaults so NPCs return to a normal idle state after walking/running.
  • Improved scripted carry/throw presentation with dedicated NPC hold poses and throw animation timing.
  • Carried NPCs now face with the carrier and use more appropriate airborne/carry visuals.
  • Full Control script mode now behaves like normal gameplay, including movement, jumping, attacks, sprite updates, enemy/projectile behavior, and damage.
  • Active scripted dialogue now pauses normal combat progression so enemies/projectiles do not continue fighting underneath a scene.
  • Improved item/modifier pickup presentation with generated rarity-colored initials when dedicated sprites do not exist.
  • Improved enemy visual identity and attack telegraphs across the expanded enemy roster.

Bug Fixes

  • Fixed an Endless zone that could result in a soft-lock.
  • Fixed a checkpoint bug that could leave Spark at zero health without properly dying.
  • Fixed stale chunk/render data that could cause platforms from the wrong subworld to appear after a checkpoint respawn.
  • Fixed checkpoint projectile/modifier state being stored by reference, which could cause upgrades collected after a checkpoint to incorrectly survive death.
  • Fixed post-checkpoint modifier stacks not resetting correctly after death.
  • Fixed Save & Play sometimes starting in the checkpoint's subworld instead of the subworld currently being edited.
  • Fixed subworld background leakage where a previous world's background could remain active after an AJAX transition.
  • Fixed an Act 1 procedural-generation freeze caused by a weather/background transition error.
  • Fixed AJAX Save & Play/runtime reloads that could leave duplicate declarations, listeners, timers, intervals, sockets, or audio state behind.
  • Fixed Rear Guard and Fairy Ring runtime visuals sometimes remaining after death.
  • Fixed script dialogue sequences being able to lock indefinitely by adding dialogue timeout protection.
  • Fixed several NPC persistence/rendering/editor-menu issues.
  • Fixed NPC vertical collision so directional blocks correctly honor underside collision.
  • Fixed scripted NPC movement/idle suppression issues.
  • Fixed scripted jump behavior, including auto/flip-jump edge cases.
  • Fixed script cleanup so camera/control/carry state is restored more reliably when scenes end or gameplay state changes.
  • Fixed Echo Bond recursively creating echoes of its own echo projectiles, which could create huge projectile counts and a Maximum call stack size exceeded error.
  • Fixed advanced-builder client/server gating so non-entitled users cannot modify locked creator data while ordinary edits still preserve existing advanced content.
  • Fixed builder element deletion/resizing cases that could leave stale chunk or pattern caches behind.
v012.440
Offline 0
  • Global
  • Current Level
  • mariofan2025: yeah, i'll try
    2 weeks ago
  • wulfe: this is my non-sub, non-anything account
    2 weeks ago
  • mariofan2025: that username "wulfe" is a spark
    2 weeks ago
  • wulfe: yeah
    2 weeks ago
  • mariofan2025: setting lightning limbs works, but lightning limbs does not allow setting if you log out
    2 weeks ago
  • wulfe: correct.. only available for devs, bug finders, and subscribers
    2 weeks ago
  • wulfe: gotta give you access to everything so you can test :P.. i'm gonna try to make money off this game through subscriptions, but you always free my friend
    2 weeks ago
  • noob: everything is pushed live
    2 weeks ago
  • mariofan2025: yeah
    2 weeks ago
  • mariofan2025: version 012.439 for now
    2 weeks ago
  • blahst: lol, yeah
    2 weeks ago
  • blahst: i'm trying to compile a list, it's gonna be ridiculout
    2 weeks ago
  • blahst: s
    2 weeks ago
  • mariofan2025: test voice
    2 weeks ago
  • mariofan2025: test voice through global chat
    2 weeks ago
  • spark: added weather area (updates the weather), added physics area (allows you to change the general physics of the game), added poison fog, when you stay in it too long you start taking damage
    2 weeks ago
  • spark: all on dev of course
    2 weeks ago
  • 2 weeks ago
  • noob: [censored] => [email protected]
    2 weeks ago
  • mariofan2025: any level not loading
    4 days ago

    Character Appearance

    You Leveled Up!

    Credits: 0

    Choose one:

    Recent Level History

    The last ten times you hit save:

    Load Version

    Nuke Level: Are you sure?

    This will delete this entire level, and you'll have to start from scratch.

    If you're sure you want to do that, click the button.

    Nuke It

    How To Upload

    You must create a user account and log in to upload levels. You're a guest, but you're free to play around with this level builder. The level you're editing is saved to your IP address.

    Once you click upload, you then have to beat your level to upload it to the level browser.

    How To Upload

    First, save the level so it can reload and get level data. Then you may click the Upload button to start trying to upload the level.

    How To Play

    WASD for direction. W to Look Up, A to Move Left, S to Duck, D to Move Right. Hold J to start Running. Press K to Jump. Press L to do a Flip Jump. Press ; to attack. Press spacebar to use an equipped utility item (grappling hook).

    For advanced tips, play the tutorial.

    Controller Support?

    Tested and works on Google Chrome. Use D-Pad for direction. Hold Y or X to run. Press B to Jump, A or a bumper to Flip Jump, Trigger (ZR or ZL) to attack with a held Weapon. Press Start to Pause.

    Sound

    Music Volume

    Sound Effects Volume

    Player Dialogue Volume

    Script Dialogue Volume

    Performance Options

    Everything you turn off is less your browser needs to render.

    Graphics

    Background 1 Panning

    Background 2 Panning

    Animations When Paused

    Particle Effects

    Shadows

    Player Ghost Trails

    Enemy Thought Bubbles

    Damage Numbers

    Lighting

    Fog

    Resolution

    Keyboard Bindings

    Click the binding you want to change, then type any key.

    You must be signed in to use this.

    UpType Any Key
    87
    RightType Any Key
    68
    DownType Any Key
    83
    LeftType Any Key
    65
    RunType Any Key
    74
    JumpType Any Key
    75
    Flip JumpType Any Key
    76
    AttackType Any Key
    186
    UtilityType Any Key
    32
    PauseType Any Key
    27
    MapType Any Key
    9
    Restart LevelType Any Key
    82
    Edit LevelType Any Key
    69
    Up

    Send In-Game Message