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Hey, all! I've got a few updates for you.
Hello all,
Today we are launching not one but TWO major versions that have been brewing in the beta branches for months: 1.2.37 : Save and Quit Feature + minor fixes 1.2.35 : A huge amount of fixes, tweaks, and a balance pass
But of course this is all rolled into 1.2.37, which you should now have access to in the default branch. Read the entire patch notes here.
Here are the highlights:
- Added a Save and Quit feature: Resume your game-in-progress anytime!
Note that when using Resume, your score will not be submitted to online leaderboards.
Added settings for the Save and Quit / Resume run feature which allows you to toggle when your run should be auto-saved. Note: In resumed runs, your final score won't be shared to online leaderboards
- A slew of bug fixes
- Major balance changes touching but not limited to:
Saturation Fire
Bastion Shield
Constructs
Also a reminder that these changes are reflected in the newly launched Mobile Versions as well:
Itch.io (Android APK with no Googly features)
There is more on the horizon, Nova Drift continues to evolve across space and time it seems...
Miles @ Pixeljam
Hello all,
It's been a while since we dropped any news, and as usual there is a lot going on:
The mobile version features a highly customizable touch-control scheme, mobile gamepad support, optimized performance, and all features from the PC version.
You can buy the Premium version or try out the free, but limited Lite version. The Premium version is the full game, and the Lite version is a free demo that lets you play until wave 60 and limits unlocks.
Neither have any ads or IAP. There's even itch.io build for Android if you don't use the Play store.🔹iOS Premium: https://apps.apple.com/us/app/nova-drift/id6744329971
🔹iOS Lite: https://apps.apple.com/us/app/nova-drift-lite/id6746450915
🔹Android Premium: https://play.google.com/store/apps/details?id=com.chimeric.novadrift
🔹Android Lite: https://play.google.com/store/apps/details?id=com.chimeric.novadriftdemo
🔹Android (Itch) https://pixeljam.itch.io/nova-drift-android
In case you need to do this, here's how:
There's a feature in the mobile version's settings that lets you PASTE your save data from your phone's clipboard. The Nova Drift save file is just plain text. So to get it on your clipboard you could do one of two things-
1) Email the contents of save.ini to yourself and then copy it on your mobile. Here is where the save file is located:
PC: C:\\Users\\USER\\AppData\\Local\\NovaDrift\\
MAC: ~/Library/Application Support/com.pixeljam.stardriftmac
For the PC path, just change "USER" to your username.
2) Alternatively, you could use a USB / charging cable to connect your phone to your computer and transfer the file that way, then copy the contents of the file.
Finally, go to Settings -> Account -> Paste Settings From Clipboard.
We're already testing this feature on the Steam beta, and it works great. You can freely leave your game and pick it up whenever. The enemy wave you're facing will restart, but almost everything about the state of the player will be retained, including conveniences like unclaimed experience orbs.
The only limitation is– since restarting the wave is naturally going to be exploitable– games where you've used this feature won't submit your score to online leader boards. So if you're competing, you should still finish your run in one sitting, but otherwise, you can freely put games on hold.We'll deploy this as soon as possible for both PC and mobile.
Also, in case you haven't been keeping up on the Discord, we've been bug fixing and adding QoL regularly, since the game released. We've just been quiet about it.
That's all for now, enjoy the mobile version, and I'll keep you posted. Thanks for reading, Drifters.-JeffreyDear Drifters,
I know I've been pretty quiet lately, but there's been a lot going on behind the scenes. I'll catch you up, and then I'd like to tell you about the next Pixeljam game, Dino Run 2, which I was a big part of way back before Nova Drift!
If you're not already aware, Nova Drift was built in GameMaker. This often surprises people. I think this is partially because of how far we've pushed its capabilities, but also because people don't realize how far GameMaker has come since its early days when it was known as more of a hobbyist's tool. It's powerful now! Still, as we work on porting for mobile and consoles, we're starting to see its limitations, and as my next project approaches, I'm thinking it's time for a change. I continue to believe it is the best tool for rapid prototyping, and perhaps the easiest engine to pick up, especially for people with a more creative than technical background, and so it will always hold a special place in my heart. Unfortunately, unless they improve its compatibility, UI support, and the porting experience, I feel like it's something that most serious game developers will eventually "grow out of".
So, I've weighed all of my options carefully, and Unity eventually came out on top for building my future games. I can already hear people groaning. Listen, it's like this: All game engines are bad; The question is, which one is the right kind of bad for you...
It's been a crazy adjustment for me as I've been practicing with it, since I'm learning not just a new environment, but also a new programming language, AND at the same time brushing up on my 3D art and vfx. It definitely feels like a power tool compared to GM, but also feels complex and bloated compared to Gamemaker's light-weight simplicity. Anyway, I'm certain that once I'm comfortable with it, I'm going to love having the wealth of tools, support, and visual tech that it offers.
In other news, the mobile port for Nova Drift is nearing its final phases, and after that we'll start right on console ports. Also, I'm still considering creating DLC for Nova Drift, likely involving Gear Mutations, and offering it on all of the platforms we'll be supporting.
I'm very excited to say that I may have finally found an "official" development partner?? We've been carefully reviewing options for the next game to build, selected one, and have begun prototyping it. This game must remain a secret for now, since we aren't sure if it'll be something we'll commit to yet, but I wanted you to know that things are happening.
In the meantime, while he's laying down the architecture for that game, I've been working on a cute little app in order to accelerate my learning C# and Unity. I can best describe the side-project as a Virtual Pet crossed with a light-weight fitness app. It's something that I've wanted to make for myself for a long time, but the full pedometer/GPS integration I wanted for it looked like it just wasn't going to happen with Gamemaker. It's been fun, and I'll show the Discord when it's further along. Who knows, might finish it.
Once I'm comfortable with the new tools, I'll join him on the prototype and we'll see whether it's worth pursuing or if we need to revisit our other top choices. Once we have any confidence on what we'll move forward with, I can reveal some teasers.
For a little background on the connection between Nova Drift and Dino Run, Nova Drift was published by Pixeljam which was co-founded by my friends, Miles Tilmann and Rich Grillotti. Miles Tilmann is also Nova Drift's musician! I don't think many Nova Drift players know this, but I actually got my start in indie Games by being a fan of the flash game Dino Run, a 2008 hit browser game created by Pixeljam. I loved it so much that I sent them some fanart, and surprisingly, this led to me working for them as a pixel art contractor, and eventually allowed me to quit my corporate games job! Over the years, we worked on many retro games together, and this eventually led to the creation of Nova Drift with Pixeljam acting as its publisher. Along this journey, I'd laid down Dino Run 2's early concept art, animations, environments, and mechanical design, but eventually got pulled away as Nova Drift became my full-time job. Dino Run 2 chugged on from then until today, and it is finally ready for the last PUSH, via a Kickstarter campaign, into Early Access.
Here's some of my early artwork on the game from many moons ago:
And here's what it's looking like today:
I'm very excited to finally get to play the sequel to the game I imagined when I was but a small Jeff. It's changed in some radical ways since I worked on it, and now includes a super robust Multiplayer Sandbox mode that lets you build while you hang with friends. Actually insane.
Please check out the Kickstarter, below, if for no other reason than to witness the adorable animations and the brilliantly creative work the team has been cooking. Or just drop it a wishlist!
Wishlist the game: https://store.steampowered.com/app/2590330/Dino_Run_2/
Join the Dino Run 2 Discord: https://discord.com/invite/pixeljam
Back the Campaign: https://www.kickstarter.com/projects/pixeljam/the-dino-run-2-early-access-campaign?ref=b7d2o9
Thanks for reading,
Jeffrey/Chimeric
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Nova Drift, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Nova Drift statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.