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Block Planets is a 3d puzzle game for PC, Mac and iDevices. Block Planets is a fully physics controlled game where you have the power to twist, turn and control entire worlds to bring the two lovers together. The game has over 80 unique levels, each leaping in the amount of challenge and 15 achievements the best of the best can try to unlock. Watch out for dangers the other inhabitants of the block planets set you into and try to beat your own local highscore or compete against the best of the best on world leaderboards!

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This news post explanes why Block Planets have taken so long to get ready and what we have been doing fo almost a year.

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Block Planets BetaDreams' everlasting game project is on its way to be the most polished game it deserves so much to be. The main reason why this haven't happened yet is ‘cause to Epic games UDK game engine. UDK got updated with very very very bad builds about year and half ago. These updates caused UDK to have two really big bugs which we call RAM leak and collision bug.
The so called RAM leak caused Block Planets or if you want to be specific UDK didn't freed RAM after it was. Collision bug was worse than RAM leak. With the collision bug dragging us down we couldn't move Block planets' collisions in real time. That's terrible thing to have in a game which constantly moves and check collisions. This problem have taken major amount of our time and ran us to a burnout.

Block Planets oppening pic

We tried for months to solve the problem of collision bug with no success or any notable progress. Then we tried to play the Epics waiting game and hoped they would be kind enough to fix their own bug but for our misfortune Epic wasn't eager to do anything except to write to their forums everything will be ok in matter of "months". We understand why they didn't fix UDK. It was going to be an old game engine. After all Unreal Engine 4 was a round the corner and it was expected they would much rather put all of their resources to make UE 4 as good as possible rather than fixing UDK. But it is good to live hoping for better future.

So after some time off we managed to go around the problem and things started to get normal again. We are making good progress in clearing our code, making better and polished levels and re-designing our user interface. It is true these bugs caused us to work over time around the clock for month's almost full year. This stopped every progress and almost burned out us completely. What we gained after we went through all of this? Almost nothing. But now in retrospect we are kind of glad that we were forced to apart from the game for some time.

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