Widget grinning and holding up a little gadget

Changelog

What changed in each beta build, newest first.

  1. v0.13.1 Latest

    Optional playtest data sharing

    Testers can now help find the tricky spots.

    • The first time you open the game, it asks if you'd like to send anonymous play data: which levels you play, where you lose a life or a power-up, and how long levels take. No names or personal details are sent.
    • Turn it on or off any time in Options ("Send play data"). While it's on, Options also shows a short tester ID you can share if you report a problem.
    • If you're offline, the data waits on your computer and is sent next time.

    Everything from 0.13.0 is included, and your saves carry on.

  2. v0.13.0

    Big polish update

    A big polish update across the whole game: fairer, clearer, smoother and better looking.

    Fairer and friendlier

    • Enemies wait at the start of a level and after a respawn (until you move, up to 3 seconds), and Pip gets 2 seconds of safety after coming back.
    • New openings for 1-1 and 2-1, and signs now come before the things they explain.
    • More checkpoints: long levels in Worlds 6 to 10 get a second one, and every fort and the final factory have one shortly before the boss. Rainbow Run has a checkpoint too.
    • New files offer Gentle mode first. You can switch any time in the map menu.
    • A clean stomp can no longer hurt you a moment later, ice is less slippery, and you get a little more time to jump after running off a ledge.
    • Pillbugs curl up before they roll, Glitches can't pop up on top of you, and Snowballs can now be stomped.
    • New hint signs for the secret keys in 2-3, 3-2 and 5-3.

    Fixed

    • Riding the Sky Lift from the Cloud Shelf no longer cuts you off from Worlds 2 to 5.
    • The final battle could freeze if Pip touched the Baron as he burst out of the mech.
    • The Blueprint Workshop (1-S) can be replayed to collect golden spools you missed.
    • Map paths follow straight presses on the keyboard and D-pad.
    • In co-op, the secret key is no longer lost when the player carrying it falls.
    • Spool Cannon darts no longer fly through walls, and you can't walk through cannons.
    • Auto-scrolling levels: you can't run off the right side of the screen, and a checkpoint respawn starts the screen there.
    • The golden spool counter and the secret exit celebration work properly.
    • Dozens of smaller fixes to bosses, enemies, platforms and saves. Saves are now written safely with a backup.

    Looks and feel

    • Blue skies, backgrounds without mirrored seams, and bottomless pits that look like pits.
    • Each fort's boss room now looks out over its own world.
    • Cleaner menus, framed story pictures, a clearer controls card, real volume sliders, and the mouse works on menus.
    • Animated conveyor belts, proper water surfaces, softer low-gravity fields and cleaner sprite edges.
    • Smoother movement on 75, 120, 144 and 165 Hz screens, and the camera shows where you're landing when you fall.
    • Rainbow Run has its own music.
    • The game starts fullscreen, shows its version on the title screen, and the install is about 80 MB smaller.
  3. v0.12.1

    Falling platform fix

    • When a falling platform dropped away and came back, it could lift Pip from the ground below straight back onto it. You'd notice it on the secret key ledge in 4-2 Drip Drop Depths and on the climb in S-1 Comet Climb. Now Pip stays where he is.

    Your saves carry on.

  4. v0.12.0

    Clearer maps and a signed Mac version

    • The Mac version is now signed and notarized by Apple, so it opens without a security warning.
    • World maps: no more crossing or hidden paths. On World 2, the Printer Workshop moved up by the windmill and the secret Sky Lift now sits inside the hedge maze. A few stops on Worlds 1, 4, 10 and the Cloud Shelf moved out from under the info panel.
    • Exits on solid ground: every finish arch and secret door now stands on solid land (3-L, 4-2, 4-3, 9-2 and 10-2).
    • Checkpoints: fixed one buried in a platform in 9-2, and four that sat right on a ledge edge (1-4, 2-1, 3-3 and 6-1).
    • A few enemies, a sign and a golden spool that were stuck inside platforms now stand on top.
    • Cloud Shelf: players found Starlight Steps harder than Comet Climb, so they swapped places. Comet Climb is now S-1 and Starlight Steps is S-3. If you'd already cleared one of them, that clear now shows on the other level.

    Your saves carry on.

  5. v0.11.0

    Worlds 7 to 10

    The adventure doubles! Baron Spaghetti escapes his tower and retreats to his Tangle Factory for the real final battle.

    • Four new worlds, each with three levels, a boss level, a secret exit, a Printer Workshop and its own music:
    • 7, Frosty Filament Peaks: slippery ice and falling icicles. Boss: the Yarn Yeti. Rescue Sunny.
    • 8, Neon Circuit City: red and blue beat blocks swap on every beat (listen for the tick-tick). Boss: the Cabinet King. Rescue Volt.
    • 9, Spool Jungle: giant bounce leaves and lift leaves. Boss: the Bulldozer Beetle. Rescue Moss.
    • 10, The Tangle Factory: floaty low-gravity fields plus everything you've learned. Final boss: the Tangle Mech, then the Baron himself.
    • Eight new enemies, a new story scene, Field Guide pages for everything, and new friends in the village.
    • 45 levels, 54 exits and 135 golden spools in all.

    Your saves carry on. If you've already beaten the Baron's tower, the path to World 7 is open on the World 6 map.

  6. v0.10.0

    Widget joins

    Widget joins the adventure!

    • Widget, Pip's raccoon best friend, is player 2. A second player holds Start on their own controller (or Right Ctrl to share the keyboard) on the map or in a level to drop in.
    • Co-op tricks: stand on your partner's head to reach high places, pick each other up and throw (hold Run, let go), and press Jump to wriggle loose.
    • Power-Up Pouch and a Printer Workshop in every world, with the Print it! mini-game.
    • Maker Village with gifts from your friends, the Nozzle Gnome's shop (with hints), a Wardrobe of colours for Pip, an Art Gallery and the Golden Loom bonus level.
    • A boss for every world, two new enemies per world, a theme for every boss and longer music.
    • Pause menu: Retry Level and a Controls card.

    Fixed

    • Boss room doors stay shut until the boss is beaten.
    • No enemies waiting right at checkpoints, and the floating checkpoint in Starlight Steps is fixed.
    • Coral Dive's last tube is easy to enter while swimming, and you no longer bounce straight back into tubes.
    • Smoother movement on the sea floor, Pip lines up with vines, and hot glue works underwater.
    • Info pop-ups moved to the top of the screen so they don't hide enemies.
  7. v0.9.0

    First playtest build

    The first playtest build of Pip's Tangle Trouble: six worlds plus the secret Cloud Shelf, a different boss in every world, the Maker Village and the Golden Loom bonus level.

    • Controls are in the pause menu, the map menu and Options (keyboard or controller).
    • Saves stay on the computer you play on.
    • Fixed: respawning at the checkpoint in Starlight Steps no longer drops Pip into a pit.