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Spirit Drop



This is the roadmap for Spirit Drop. It shows all the planned modes and upgrades to the game. Updates are subject to rearrange at any time.

v0.0.1 - Pre-Alpha

Released: 2020/9/25
A set of 3 incomplete modes were introduced in singleplayer
They were Pull, Fall, and Rise
More details found in v0.1

v0.1 - Singleplayer Act I

Released: 2021/2/16
A set of 5 modes were introduced in singleplayer
Pull - Lock delay based line mode
Fall - Gravity based instant lock
Rise - Rising async garbage
Dynamic - Game speed based on performance
Evolution - Objectives, branching paths

v0.1.1 - New Menu & Future Proofing

Released: 2021/5/14
Replaced the menu system with a thematic one that allows mouse controls
Several aspects of the menu were redesigned, including the account system
Various aspects of the game were optimized for v0.2
The Freeform All Clear mode was added on the side

v0.2 - Multiplayer v2 & Custom Rulesets

Multiplayer system is replaced with a substantially more stable and thoroughly tested version with reinforced custom versus ruleset support, which you'll be able to make from JSON data
Some of the requests from v0.1.0 and v0.1.1 will be handled here
Freeform All Clear mode will also indicate unwinnable state
Line Race and Timed will also have a Paced subtype
There were several other gameplay changes as well

v0.2.1 - Badges & Nexus

Adds Badges, where certain feats add an icon to your Profile; most badges have multiple levels
The Nexus will also open; be able to share versus rulesets and their Lua scripts, and then upvote your favorites
The remainder of the requests from v0.1 and v0.2 will be handled here, such as the custom versus ruleset in-game editor

v0.2.2 - Difficulty Levels

Adds difficulty levels, which can be set at any time; the game will suggest a difficulty on the first clear of Line Race, which will also get some modifications
Difficulty will determine minimum levels to clear, how many qualification attempts are needed, etc.
Some refactoring will be done to make all singleplayer and multiplayer modes use multiple rulesets
Singleplayer modes will migrate their logic to rulesets that will be uploaded to the Nexus (Transcension and Ascension logic will not be included however)
This will also introduce some overhauls to the ruleset in-game editor to make it easier to use

v0.3 - Daily Quick Play

Adds variety to Quick Play instead of segmenting the playerbase with multiple modes
KO Mondays - Timed KOs: earn the most KOs under a time limit! Deathmatch: earn a certain number of KOs first!
Elimination Tuesdays - Eliminations: be the last player alive! Turbo: always at stage 6!
Crown Wednesdays - Crown: occupy the throne the longest! Tag: avoid losing by tagging others!
Team Thursdays - Participate in teams of different sizes chosen by everyone
Boss Fridays - Join together to take out a boss spirit using abilities
Community Saturdays - Reserved for suggestions, otherwise it's one of the other days
Strange Sundays - Experimental or generated rulesets
Mass multiplayer is a focus, so all modes will be 999 player/AI compatible
There are also daily, weekly, and monthly goals to encourage more online play

v0.3 - WebGL RayBlast Multiplayer Port

This is a huge refactoring job that moves the game into a custom engine called RayBlast Engine, which runs on .NET and raylib (more specifically, the engine is called RayBlast raylib)
The hope is that the game becomes much smaller and faster while still possessing the same capabilities as the Unity version, if not more
Notable performance improvements include the display and audio systems
This is a long term project and will make progress in between the gaps of the smaller updates beforehand
Specifically, this port focuses on multiplayer and excludes the singleplayer content and the 3D rendering; hopefully, they will also be ported later in v0.3.2
The raylib version will be playable here in all browsers that support OpenGL ES 2.0 (maybe I'll get another domain, too)

v0.3.1 - Interactive Tutorials

Created by players, it is effectively the knowledge base of all the players
Anyone can contribute, but changes have to be approved by consensus or moderators for the popular ones
There is technically no Tutorial mode, because tutorials run on other modes
All tutorials are hands-on and they can automatically undo incorrect moves
They can also present some unique visuals that help illustrate the more technical details of the gameplay

v0.3.2 - Complete Engine Switch

A continuation of the WebGL port which includes a standalone version
The hope is that the raylib version will outperform the Unity version
It's also possible this update will be cancelled if it doesn't work out and may remain as just a WebGL port

v0.4 - Singleplayer Act II & Puzzles

A new mode called Divination gets added
A set of 20 levels that mixes the other 5 singleplayer modes
Perform well in the other singleplayer modes to earn lives for this mode
Recent singleplayer clears provide a time bonus for this mode
Dynamic difficulty, along with 10 set difficulties

Puzzles will also be introduced; created by players, they can challenge other players on how to clear certain goals (they can also use custom rulesets)
Puzzles are categorized and are monitored on success rates and completion times
There is technically no Puzzle mode, but a new mode called Puzzle Blitz will also be introduced where you solve many puzzles under a time limit, with increasing difficulty

v0.4.1 - Replay Validation Automation

This is a large backend job that allows replays to be validated within minutes of submission
Any replays that are questionable will still be manually validated
This is necessary for Ranked; it may come earlier if the game is popular before then
Fun fact: this uses another version of the RayBlast Engine called RayBlastCLI (which lacks graphics or sound support)
Side project not determined yet

v0.4.2 - ???

Content to be determined

v0.5e0 - Ranked Early Access

Matchmaker gets added to multiplayer with temporary ratings
Ruleset becomes harder each round you win; tiebreakers are notable rounds
Plan on using peer-to-peer with server validation to cut server costs
Classes are assigned to players, with special rules on M and GM classes
Classes divided into 9 ranks, with promotion and demotion ranks at the ends
Everyone participates to unlock more classes
Due to the testing nature of requiring multiple skill levels and the meta constantly evolving amongst the tiers, player ratings will be erased in v0.5 to distribute new ratings properly

v0.5 - Ranked

Ranked matches are officially added after wiping the slate clean

v0.5.1 - New Mino Graphics

This will simultaneously upgrade the mino graphics to 64x64 as well as add connected minoes
This might be in an earlier version if a type of mino utilizes connections
Side project not determined yet

v0.5.2 - ???

Content to be determined

v0.6 - Singleplayer Act III

Four more singleplayer modes are introduced
These can be played after clearing Divination
Fire - Stale minos require multiple clears
Chaos - Line mode with around 30 periodic board effects
(Evolution is about what you are given, Chaos is manipulation)
Instinct - Hundreds of boards with preloaded garbage each, no lock resets
Mutation - Controlling polyomino size

v0.6.1 - Modular Interfaces

This will allow you to completely customize your board view using a number of widgets, graphics and text, and it will reflect in other player's clients if they allow it (no custom graphics though)
Side project not determined yet

v0.6.2 - Rotation Configurations

This opens up the use of any rotation configuration (rotation system + kick set) other than Spirit Drop's Omnikick
Side project not determined yet

v0.7e0 - Tournaments Early Access

Self-managed matchmakers that find the best player
In-game notifications when matches are ready
Match outcomes automatically handled, with optional moderators
Disconnects do not automatically disqualify; players decide on exceptions
Match results can be challenged if foul play is involved (cheating, house rules, etc.)
Likely to break midway, so no official ones shall be hosted

v0.7 - Tournaments

Official tournaments can be hosted in this version, all tournaments are expected to work and can give medals

v0.7.1 - ???

Content to be determined

v0.7.2 - ???

Content to be determined

v0.8 - Singleplayer Act IV

A new mode called Ritual is added
This can be played after clearing Divination
512 generated levels, with a minimum of 40 required to be cleared
Levels are any combination of the 9 singleplayer modes from Acts I and III
Levels divided into stages, based on how many modes are mixed into the level
Difficulty increases during each attempt
Perform very well in the other singleplayer modes to earn continues in their respective modes (recent clears provide two continues)
Progress is saved between stages; some is lost whenever a continue is not used, but so does the difficulty; the mode can be reset
The Evolution and Chaos parts add more replayability
Due to the nature of this mode, everything will change in a way you won't expect...

v0.9e0 - Multiplayer Campaign Early Access

A co-op RPG adventure
Expands on the ability system from Boss Fridays
More details might come later
Only select players can test, and progress will be lost on the next version

v0.9 - Multiplayer Campaign

Lets everyone be able to play the campaign
Players of the previous version will lose all their progress

v1.0 - Singleplayer Act V

A new mode called Navigation is added
Roguelite using all mechanics of the game, as the final planned piece of content
Place pieces for your character to navigate through
Uses the ability system from multiplayer
Is started at the beginning of a playthrough, but you will not be able to complete it without clearing Act IV
More details might come later

Content Over Time

Other content will be released over the development of the game, such as practice mode subtypes.
Check back here to see if new versions appear.
This data can be viewed from either rayblastgames.com or in-game.

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