Hi all, I have a new update this week for the demo. This might be the last for a while before I go heads down on new content and features for the full game. Here's what changed: [b]Custom controls[/b] You can now map the buttons / keys to whatever gameplay action you like. For a game like this, this is a must-have feature and I'm glad it's finally here. There is one caveat: input binding does not work on the Steam Deck. But based on the info Steam provides me, I don't think many (if anyone) will be affected. [b]A tangent on the history of the inputs for the game and a recommended mapping[/b] For a little backstory / history, rebound and jump used to be mapped to the same button (jump). But after some playtesting, I saw that people could easily fall into a trap of accidentally rebounding when they were really just pressing jump multiple times to make sure they performed a jump. Let's call this... a less deliberate style of play. Once rebound moved to its own separate button, that informed a few other button mappings. But, I encourage you to [b]try mapping rebound to jump[/b] and see how you like it. Now that you can jump from a vertical wall run, it means a double press is necessary to rebound from a vertical wall run (one for the jump, and a second for the rebound) -- but that just means even more air, right? You could then map [b]vault[/b] to be what was [b]rebound[/b], and [b]sprint [/b]to what [b]vault [/b]was. I think this makes for a pretty nice button and keyboard configuration. It would be the default, but people just love spamming the jump button... Use with care. [b]Tutorial updates[/b] Teaching all the moves in the game has always been a challenge. The introductory tutorials at least made sure to cover all the moves in one place where you could easily go back to practice more. But then flow of those tutorials wasn't quite right. Now, those tutorials are grouped by sections of importance. First, just the basics, then advanced techniques, vaults, and finally precision moves. And the tutorials themselves are now structured in a way that allows you to practice the move as much (or as little) as you want before moving on. The tutorials themselves could change in the final, full version of the game (where there's more time to gradually introduce concepts), but I hope this strikes the right balance for a short demo that wants to show as much as possible. [b]Bug fixes, Polish, etc[/b] A little pit of polish and fixing up some small bugs that slipped through the cracks at some point. [list] [*] Precision lands are much more effective as reducing inertia now [*] Fetching and displaying the leaderboards is working again [*] Fixed shadows popping in when they enter the camera's view [*] Fixes some camera zooming issues at the beginning of levels [*] Added clouds to the level "Rooftop Parkour" [*] Fixed a brick texture not rendering on level 2 of the demo [*] Adds hints for how to cross the larger gaps in Proving Grounds [/list] That's it for now! Daniel