Changelog

Flappy Octane

A fast, arcade-style car game where you guide a stylized car through challenges and compete on leaderboards.

2026-07-25 25 July 2026

Add a panoramic skybox with clouds and sun for 3D mode

✨New
  • Add a panoramic skybox with clouds and sun for 3D mode
    3D mode now uses a generated panoramic sky texture with projected fractal clouds and a sun halo, and the scene fog/background are matched to the horizon so distant terrain blends naturally into the sky.
  • Make ring rims physical and allow bounce recovery
    Ring rims are now physical but recoverable: touching a ring tube pushes the car out and applies a bounce so you can clip a rim and still continue, and passing is only awarded when the car crosses the ring plane inside the hole.
  • Revamp the 3D course to ramp in and vary spacing
    The course centreline eases in from dead ahead so the first ring appears in front of the car, ring weaving and vertical swings ramp up from the start, and ring spacing now varies between tight clusters, normal gaps and long jumps for more varied runs.
🐛Fixes
  • Fix skybox not rendering in 3D scenes
    The 3D scene now uses a dedicated Universal Render Pipeline 3D renderer so skybox, clouds and sun render correctly while 2D scenes continue using the 2D renderer.
  • Fix accidental instant death at spawn
    The game manager now explicitly places the car at a safe spawn height and nose-up pitch at run start and increases the initial forward speed so the car no longer immediately falls into the ground before the first ring.
⚡Improvements
  • Improve 3D terrain visuals and lighting
    3D terrain mesh resolution was increased for smoother ridges and a new TerrainBlend shader now blends grass/forest/rock/snow by height and slope with noise-warped boundaries; the sun uses soft shadows and terrain and trees now cast and receive real shadows.
  • Stop 3D-mode music on game over
    When a 3D run ends the music is paused/stopped and the music root is disabled so tracks don't auto-advance or continue playing after crash/game-over.
  • Make terrain and floor collisions end the run
    Hitting the valley floor or mountain faces now triggers game over by sampling the procedural terrain height under the car, so mountain collisions and valley impacts behave consistently.
  • Update 3D foliage and rocks for better silhouettes and shading
    Conifers were rebuilt with multiple tapered skirts and a round trunk, tree stands now use three foliage tints, and scatter objects (trees/rocks) cast shadows and receive terrain shading for a richer scene.
  • Place the first ring farther ahead and tune ring sizing
    The first ring has been moved farther from the spawn for more reaction time, ring radii and spawn spacing now scale with score and include small per-ring variation so runs feel more dynamic.
  • Remove km/h speed readout from the 3D HUD
    The HUD no longer shows the kilometers-per-hour speed display in 3D mode.
3 internal changes in this release
2026-07-24 24 July 2026

Add scattered trees and boulders to 3D mountain levels

✨New
  • Add scattered trees and boulders to 3D mountain levels
    Populate the 3D-mode mountain valley with low‑poly conifer trees and boulders that sit on the terrain and remain stable as you fly so the world reads as lived‑in rather than bare.
⚡Improvements
  • Improve 3D mountain shapes and add terrain textures
    Make the mountains use ridged noise for sharper alpine ridgelines, raise peak heights and apply tiling grass/forest/rock/snow textures with jittered band boundaries so the 3D world looks more detailed and organic.
  • Tighten the car underbody to remove the floating box
    Replace the old thick floating underbody with a thin plate that tucks into the car silhouette so the underside no longer appears see‑through when the car rolls.
  • Relabel the Play button as "3D Rings (BETA)"
    Update the Play page button text to show "3D Rings (BETA)" so the menu clearly indicates the 3D ring mode's beta status.
🐛Fixes
  • Fix music panel so music icon and track info render in menus
    Restore the music UI in menus by reparenting and fixing the music canvas so the note icon, artist, track and skip hint now display correctly.
2026-07-23 23 July 2026

Add a proper game-over screen for 3D mode

✨New
  • Add a proper game-over screen for 3D mode
    3D mode now uses the game's main game-over UI: the in-game HUD is hidden and the world freezes on death, the last score is shown on the game-over panel, and run time is recorded for display.
  • Upload 3D-mode runs to a dedicated Steam leaderboard and add a 3D leaderboard tab
    Scores from 3D mode are submitted to a Steam leaderboard named "3D", and a matching leaderboard tab/class was added so players can view 3D-mode scores in the leaderboards UI.
  • Add a procedural skybox and daylight ground look for 3D levels
    The 3D world gains a procedural skybox, sun/daylight ambient lighting and a grass‑tinted ground grid to improve the visual environment.
⚡Improvements
  • Make 3D rings and their stands physically collidable
    Rings and stand poles in 3D mode now detect collisions from any angle: grazing the torus surface or hitting the pole causes a crash, and passing a ring is now mandatory — missing the hole when crossing the ring plane is treated as death.
🐛Fixes
  • Hide the speed line on 3D game-over screens
    The game-over screen now hides the speed line for 3D mode (matching Dribble) so the final score line is shown without a speed value.
2 internal changes in this release
2026-07-22 22 July 2026

Add a new 3D ring mode with boost-through-rings gameplay and 360° gyro control

✨New
  • Add a new 3D ring mode with boost-through-rings gameplay and 360° gyro control
    Introduce a new 3DGame scene reachable from the Play menu where the car flies through rings for points; passing a ring scores, clipping a rim ends the run, and a score HUD and game-over panel are provided.
⚡Improvements
  • Add Rocket League–style aerial physics and a new car model to 3D mode
    3D mode now uses Rocket League–inspired scale and aerial physics, updated control mapping (RL-style pitch/yaw/roll and explicit boost), a proper Octane car model and updated materials, and a speed readout in KM/H.
  • Fix the 3D chase camera to hold a stable horizon and keep the car centered
    The chase camera no longer tracks the car's pitch/roll; it hangs a fixed distance behind and above, always facing forward down the course so aerial maneuvers read against a stable horizon and the car remains dead-centre in frame.
  • Adjust 3D mode start behavior so spawns are survivable and rings are re-positioned
    Reduce the initial forward speed, move the first ring further out, raise the spawn height and tilt the car nose up so players have airtime before the first ring, and narrow ring height ranges so the ground and stands remain visible as references.
🐛Fixes
  • Fix the Controls tab to show only the static controls image and remove keybinding widgets
    The Controls screen no longer auto-opens the unused keybinding sub-panel; it now displays only the intended static controls graphic.
  • Fix leaderboard tab highlighting and prevent leaderboards from drawing over the main menu
    Selecting a leaderboard difficulty now correctly updates the selected tab highlight, and opening the leaderboards hides the main menu to prevent UI bleed-through from buttons and car-selection.
2 internal changes in this release
2026-07-21 21 July 2026

Add a Dribble leaderboard tab

✨New
  • Add a Dribble leaderboard tab
    Introduce a new Dribble leaderboard and restore the difficulty/tab selector so each difficulty tab shows its matching leaderboard panel.
🐛Fixes
  • Fix settings buttons appearing as blank white boxes
    Disable the theming component and apply ColorTint/HoverBG so settings buttons render their hover background and readable labels instead of opaque white boxes.
  • Ensure menu labels stay white and soften hover background
    Add ForceWhiteText to pin button labels to white, reduce hover opacity for a subtler effect, and update car-selection tooltips to the correct car names (Octane / Convertible / Pickup / Van).
  • Fix settings tab content so Audio and Controls show the intended panels
    Move the Controls graphic to the Controls tab and the Music slider to the Audio tab (with a MUSIC VOLUME caption) so each tab displays the correct content and the tab highlights work again.
  • Show only the raw last score in menus
    Display just the numeric last score in any menu scene instead of the 'Final Score:' label so the player panel reads cleanly in menu screens.
  • Guard the Credits button and load scenes by name
    Load the menu and game scenes by name (2026Menu, MainGame) to avoid build-order breakage and make the Credits button do nothing (with a logged warning) if the Credits scene isn't present.
⚡Improvements
  • Remove the decorative attract-mode car from the main menu
    Remove the background attract Octane and delete its MenuAttract script so the menu background no longer shows the decorative dribbling car.
  • Hook up menu settings to the real game settings and improve defaults
    Wire the menu's music slider, resolution dropdown and display-mode dropdown to the game's audio and display settings, deduplicate resolution entries and default to the monitor's best resolution/refresh and fullscreen on first run.
  • Restore leaderboard tab UI so difficulty selector is visible
    Reattach the leaderboard tab row to its own canvas and move each board script onto its own panel so the difficulty tabs render and toggle their corresponding boards correctly.
  • Set the build's main menu scene to 2026Menu
    Update Editor Build Settings so the project's primary menu scene is the new 2026Menu, preventing confusion from the old NewMenu entry.
2 internal changes in this release