Welcome to the first release of the FP Dev Compendium! (21/07/2026)

Screenshots

Various screenshots of the game were shown pre-release, either to on-lookers from various gamedev/Sonic forums or Kickstarter backers.

• 2011 Screenshots
• 2012 Screenshots
• 2013 Screenshots
• 2014 Screenshots
• 2015 Screenshots
• 2017 Screenshots
• Unknown Date Screenshots
• Possibly Real Screenshots

2011

Oct. 3rd, 2011

A demonstration of the half-corkscrew gimmick in Dragon Valley. This is likely an edited screenshot of the Clickteam editor.

Oct. 6th, 2011

Screenshots showing an early version of Dragon Valley's beginning area. The former area would later receive a ladder and some slopes, while the latter would have the enemies removed in favor of a spring.
Here, there was an attempt to create a new health system for the game instead of utilizing rings. It was intended to be tied to ring collection as well, as suggested by code present in Demo 1.0 of the game.

I'm still in a limbo about keeping rings in the game, since the player can already take a decent beating without them. Maybe I could make rings into the actual form of health (like in Tails Adventure), though that would mean I'd need to remove the crystals' ability to heal when the Energy meter is maxed out (else every crystal collected would also give you a ring). - SoaHCity post

Oct. 8th, 2011

A screenshot demonstrating the Dragon Boost (then known as just the "Boost mode").

When the player's energy is full, they can press Jump in the air to enter a Boost mode where they curl into a ball for a split second (as though they were about to spindash in midair) and then zoom forward at maximum speed. I tried modeling it after Ristar, but the way it's charged and used reminds me more of Sparkster. Definitely makes up for Lilac's overall lack of speed compared to Sonic. - SoaHCity post

Oct. 11th, 2011

A screenshot showing a then-new ladder gimmick. Star Cards (then known as Codecs) were also implemented around this time.

Oct. 17th, 2011

The title card is now implemented!
Notice how Lilac and her icon blinked at the same time, this is deep lore.

Oct. 21st, 2011

A demonstration of the Wretchnid miniboss from Dragon Valley.

December 14th, 2011

Screenshots of the December 14th build. They were hosted on DeviantArt, later replaced by another screenshot compilation before being replaced by Demo 1.4.3-1.4.5 screenshots later. Sourced from a defunct Russian Sonic forum.

December 16th/18th, 2011

In-editor screenshots of gimmicks from Relic Maze, posted by Sabrina to ask for help regarding the gimmicks causing issues.

2012

Jan. 2nd, 2012

A preview of Relic Maze after having its background finished.

Jan. 8th, 2012

In an attempt to distance the game from Sonic, Sabrina started demo-ing other potential ways to regenerate your health bar, replacing rings with petals.

Jan. 8th, 2012

A revamp of the health system. After the rework, the player originally only had 6 petals worth of health before Sabrina was told this would be a terrible idea.

I would probably have to rethink my petal placement in each level, since the player now only has room for 6 instead of 20. It should still be a good amount of HP, considering that shields are now implemented. - SoaHCity post

Jan. 11th, 2012

Revised graphics of the petals in-game.

Feb. 11th, 2012

Screenshot of the title screen. The game over screen was also finished by this point.

Feb. 16th, 2012

Screenshots of Lilac's Treehouse. You could originally use your crystals to purchase furniture for it, hence the crystal count being there instead of the timer.
The UI for collected keystones is present, so it's likely that receiving shields by collecting keystones was added by this point too.

Feb. 16th, 2012

Ditto. This is the first exclusive TIGsource screenshot compilation! Notice the different carpet hung on the wall of Lilac's Treehouse.

Feb. 25th, 2012

A screenshot of Relic Maze 1 posted to Twitter.

Mar. 3th, 2012

Another interior shot of Lilac's Treehouse.

Mar. 13th, 2012

The floating hangbar from Relic Maze has been implemented. Yet again, a Relic Maze gimmick was giving Sabrina trouble.

Mar. 16th, 2012

A screenshot of the Time Attack menu.

Mar. 16th, 2012

A screenshot of Relic Maze 1's miniboss. At this point, the pushable block was the only way to kill it.

I don't think this miniboss's weakness is intuitive enough... I'll probably make it vulnerable to normal attacks as well, with the weakness being more a of a time-saver. - SoaHCity post

Mar. 27th, 2012

A screenshot of the yellow crystal seen at the end of Relic Maze 1. Relic Maze 1 is finished by this point.

Apr. 1st, 2012

Another screenshot compilation! Posted in the Sonic Retro thread for Freedom Planet.

Apr. 7th, 2012

A screenshot of Relic Maze 1's truck, with it being green at this point.

Apr. 18th, 2012

A screenshot of Relic Maze 2. As of this screenshot, it is 25% done.

May. 8th, 2012

A screenshot of the title screen.

May 30th, 2012

A screenshot of Dragon Valley 2. The HUD was changed to add black outlines to nearly every element.

Jun. 1st, 2012

A widescreen test. The HUD was also adjusted again to better fit with the new outlines.

Jun. 5th, 2012

Another screenshot of Relic Maze 2. The stage still isn't finished, but the shield reserve system seen in some of the early demos has been put into place.

Jun. 23rd, 2012

A screenshot of Lilac in Relic Maze 2, seen running away from the Ganseki enemy.

Jul. 10th, 2012

Carol in Relic Maze 2. She was apparently very buggy by this point.

Jul. 10th, 2012

Carol in Dragon Valley 1. Her jump pads were added.

Jul. 16th, 2012

Lilac in Dragon Valley 2. Swimming was implemented for Lilac only, and the amount of oxygen you had in water was doubled.

Jul. 19th, 2012

Lilac in Relic Maze 2. Posted to IndieDB.

Jul. 19th, 2012

Various screenshots of Lilac in Dragon Valley. Posted to IndieDB.
It was hosted on DeviantArt, replacing the December 14th screenshots, before being replaced by Demo 1.4.3-1.4.5 screenshots later.

Jul. 30th, 2012

A screenshot of Carol's unlock screen, posted to Facebook.

Aug. 2nd, 2012

An attempt to make enemies and the player stand out more from the background via a shader. This was cut due to causing lag spikes and issues with object creation.

Aug. 3rd, 2012

Ditto. The outlines' color is made a little more transparent here.

Aug. 4th, 2012

Mahjong! No real differences from the SAGE demo version besides the lack of a highlight on selected tiles.

Aug. 4th, 2012

A preview of Carol in Dragon Valley. Some graphical improvements to tiles/water were made.

Aug. 7th, 2012

An attempt at adding widescreen to the game, originally intended as an option. Clickteam doesn't allow for windows to change aspect ratios at runtime, so having different aspect ratios as an option was cut.

Aug. 10th, 2012

Another demonstration of the widescreen feature. Posted to IndieDB.

Aug. 10th, 2012

Carol was finally given her pounce move! You could only activate it by crouching, though.

Aug. 10th, 2012

An in-editor screenshot of Relic Maze 2's scrapped spinning cup gimmick.

Aug. 28th, 2012

Four screenshots of Relic Maze 2, all featuring different background colors as Sabrina was unsure of what was better. The second image is a fan edit by stormislandgal that was the basis for the palette used in the third image.

Aug. 30th, 2012

An attempt to replace the speedup powerup box by using a ring of stars to get it instead. While this concept didn't get used, the code was later recycled for the boost rings in Pangu Lagoon.

This is an idea I had to replace the speedup box. When you jump through the ring of stars, it breaks and you get the speedup powerup. Consequentially, this would make it easier for enemies to get the powerup since they don't have to attack in order to trigger it; They only need to move through it. - SoaHCity post

Aug. 31st, 2012

Ditto, now featuring its final sprites!

Sep. 7th, 2012

A preview of Carol's then-new Wild Kick and Shang Mu Academy!

Sep. 8th, 2012

A look at Relic Maze 2's red crystal area. Posted to Twitter.

Oct. 2nd, 2012

A preview of Lilac's Dragon Cyclone and Carol's bike.

Oct. 17th, 2012

A before and after of Dragon Valley within the Clickteam editor, showcasing new tiles.

Oct. 27th, 2012

Carol taking a look at her bike's fuel. Dragon Valley's tiles were also touched up a bit.

Nov. 11th, 2012

Zao's statue from Fortune Night 1.

Nov. 21st, 2012

A preview of the title screen.

Nov. 26th, 2012

A preview of Zao's shopping mall. Posted to IndieDB.

Dec. 24th, 2012

A rework of the S-shaped tunnel from Dragon Valley.

2013

Jan. 16th, 2013

Screenshots of various builds. Featured on the Kickstarter page.

Jan. 17th, 2013

Preview of Fortune Night 1 in widescreen! Posted to IndieDB.

Jan. 21st, 2013

Screenshots of Milla in Lilac's Treehouse. Widescreen is now the default resolution, and the HUD was in the middle of being revamped.

Jan. 22nd, 2013

Screenshot of Lilac in Lilac's Treehouse, showcasing another HUD revamp.

Jan. 23rd, 2013

Another HUD revamp.

Jan. 24th, 2013

Same as the above image, but with a different HUD element placement. This was a fanmade submission by RankoChan, though was posted to IndieDB by Sabrina.

Feb. 4th, 2013

Various screenshots bundled together that show off Milla, Spade and Torque's movesets.

Feb. 16th, 2013

game mechanics

Feb. 27th, 2013

The game's HUD was touched up a bit, resembling the final one more.

Feb. 28th, 2013

Another screenshot of said change.

Feb. 28th, 2013

The settings program from earlier builds was replaced with an in-game controls menu.

Mar. 1st, 2013

Another screenshot of the controls menu, but with the Gamepad option selected and its icon moved slightly to the right.

Mar. 23rd, 2013

Screenshot of Milla finishing Aqua Tunnel, with the stage now being fully complete besides giving Spade a way to defeat the boss.

Mar. 26th, 2013

A work in progress shot of the Robopanther fight.

Apr. 4th, 2013

A screenshot of Dragon Valley 2, now with the background tweaked.

Apr. 16th, 2013

An attempt at adding the newer Dragon Valley tiles into the game, but with lower contrast.

Apr. 16th, 2013

Another preview of Dragon Valley's tileset revamp, now with the original colors the tilesets had before.

Apr. 17th, 2013

A preview of Sky Battalion.

Apr. 30th, 2013

Images of Milla in Shang Mu Academy, demonstrating some revamps to the sprites.

May 4th, 2013

Screenshots of revamped areas from Dragon Valley and Shang Mu Academy, also showing off Carol's then-new sprite makeover!
She had her sprites redone before any other character.

May 18th, 2013

An early screenshot of Sky Battalion, showcasing that it originally would've been on a timer.

May 25th, 2013

Cropped screenshots showing off Lilac's sprite revamp.

May 27th, 2013

In-editor screenshot of Rage Ravine.

Jun. 26th, 2013

Carol receives her Wild Claw attack! Also shows off Sky Battalion.

Jul. 3rd, 2013

A preview of Relic Maze 1's visual revamp.

Jul. 14th, 2013

An early look at textboxes, with developer text showing distaste towards its placement.

Jul. 14th, 2013

The file select menu is in place! Here, instead of the fancy screen-looking background the final game uses to display the savefile information, it uses the dialogue box.

Jul. 29th, 2013

A preview of the Adventure Mode intro cutscene. Notice how the textbox is at the bottom of the screen instead.

Jul. 29th, 2013

A preview of Jade Creek. The tiles use an earlier color palette.

Aug. 10th, 2013

Early screenshot of Thermal Base. It's lot more purple than it ended up being.

Aug. 17th, 2013

Color palette test for Thermal Base.

Oct. 5th, 2013

A preview of Fortune Night with Carol.

Nov. 21st, 2013

A screenshot of Thermal Base with unshaded tiles.

Nov. 25th, 2013

The Time Attack menu!

Nov. 25th, 2013

Fortune Night's Serpentine fight! Some sprites are still unshaded, and Torque's plane remains blue for now.

Nov. 25th, 2013

A preview of Fortune Night.

Nov. 25th, 2013

A preview of Aqua Tunnel.

Nov. 25th, 2013

A preview of Jade Creek. The tiles use an earlier color palette.

Nov. 25th, 2013

A preview of Fortune Night.

Dec. 4th, 2013

An early Pangu Lagoon screenshot, notably using grey rocks.

Dec. 7th, 2013

Different color palettes for the Pangu Lagoon rocks.

Dec. 7th, 2013

The rainbow crystals seen throughout the stage were added.

Dec. 12th, 2013

A screenshot showcasing the Super Dragon Boost.

Dec. 30th, 2013

A preview of Pangu Lagoon with unfinished tiles.

2014

Feb. 21st, 2014

A screenshot compilation. Note the unfinished Battle Glacier tiles and unshaded Magister and Gong sprites.

Mar. 27th, 2014

A preview of Relic Maze's first cutscene with Lilac and Carol. Note the unused line said by Neera, and how both pandas lack shading.

Mar. 27th, 2014

The Battle Glacier screenshot from earlier on its own.

Apr. 12th, 2014

A preview of Battle Glacier's Absolution fight.

Apr. 21st, 2014

A preview of Final Dreadnought 2.

May. 7th, 2014

A preview of one of Relic Maze's cutscenes.

Jun. 3rd, 2014

Brev's in the hizzle. He appears unshaded.

Jun. 20th, 2014

A preview of the cutscene from Jiang River. Torque's hands are noticably unshaded.

Jun. 25th, 2014

Another cutscene with Brevon and co, with all of them missing shading (minus Syntax), right after Brevon murdered somebody.

Jul. 13th, 2014

Near-final screenshots of Battle Glacier's shmup and Final Dreadnought 3.

Oct. 23rd, 2014

Screenshot of Torque's water weapons being worked on and tested.

2015

Feb. 5th, 2015

Work in progress screenshot of the Gallery.

Nov. 3rd, 2015

Teaser images for Torque's campaign.

???, 2015

A screenshot of Mathias Kærlev's desktop, showcasing Freedom Planet running on Mac via Chowdren.
Most likely from 2015, as this is around when the Chowdren builds of Freedom Planet were being worked on. Additionally, the OpenAL Soft version seen in their downloads is from February 25th, 2015.

2017

Nov. 16th, 2017

A screenshot of the title screen's language select menu, lacking every other language besides English and Japanese.
This menu is still in the final game, and appears if the game is restarted with F2 after deleting records.dat (your settings and progress).

Dec. 20th, 2017

Work in progress screenshots of the Language Update, primarily showcasing the Japanese localization. Interestingly, some glyphs that didn't make it into the final game's font seem to exist in the first screenshot. Posted to MP2 Games's Twitter.

Unknown Date

The few screenshots I don't have concrete dates for and can't reasonably estimate either.

A full screenshot of the Clickteam Fusion IDE in Fortune Night, provided in the artbook.
Sky Battalion only had one frame, so I assume the screenshot was taken before the stage was shown off in 2013-ish. Jade Creek can also be seen peeking in the Frame list.

A screenshot of an unused frame titled "Brevon's Lair", which was used to test assets. An early look at some sprites for Brevon and Syntax are provided. Shared in the Kickstarter artbook.
The early Syntax design at the bottom would later be turned into an enemy.

A screenshot from an earlier build (likely before 1.4), showcasing an unused cutscene from Relic Maze. Shared in the Kickstarter artbook.

Possibly Real

Screenshots I couldn't confirm the legitimacy of, but I still thought noteworthy to include. Take these with a grain of salt.

A screenshot of Torque in Lilac's Treehouse, featuring an old HUD revision.

Screenshots of Milla and Spade in Aqua Tunnel and Fortune Night, featuring an old HUD revision and earlier enemy sprites in Aqua Tunnel.

An image of Milla on her handcar from Relic Maze.