ScreenshotsVarious screenshots of the game were shown pre-release, either to on-lookers from various gamedev/Sonic forums or Kickstarter backers.
• 2011 Screenshots 2011
Oct. 3rd, 2011A demonstration of the half-corkscrew gimmick in Dragon Valley. This is likely an edited screenshot of the Clickteam editor.
Oct. 6th, 2011Screenshots 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.
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, 2011A 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, 2011A screenshot showing a then-new ladder gimmick. Star Cards (then known as Codecs) were also implemented around this time.
Oct. 17th, 2011The title card is now implemented!
Oct. 21st, 2011A demonstration of the Wretchnid miniboss from Dragon Valley.
December 14th, 2011Screenshots 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, 2011In-editor screenshots of gimmicks from Relic Maze, posted by Sabrina to ask for help regarding the gimmicks causing issues. 2012
Jan. 2nd, 2012A preview of Relic Maze after having its background finished.
Jan. 8th, 2012In 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, 2012A 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, 2012Revised graphics of the petals in-game.
Feb. 11th, 2012Screenshot of the title screen. The game over screen was also finished by this point.
Feb. 16th, 2012Screenshots 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.
Feb. 16th, 2012Ditto. This is the first exclusive TIGsource screenshot compilation! Notice the different carpet hung on the wall of Lilac's Treehouse.
Feb. 25th, 2012A screenshot of Relic Maze 1 posted to Twitter.
Mar. 3th, 2012Another interior shot of Lilac's Treehouse.
Mar. 13th, 2012The floating hangbar from Relic Maze has been implemented. Yet again, a Relic Maze gimmick was giving Sabrina trouble.
Mar. 16th, 2012A screenshot of the Time Attack menu.
Mar. 16th, 2012A 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, 2012A screenshot of the yellow crystal seen at the end of Relic Maze 1. Relic Maze 1 is finished by this point.
Apr. 1st, 2012Another screenshot compilation! Posted in the Sonic Retro thread for Freedom Planet.
Apr. 7th, 2012A screenshot of Relic Maze 1's truck, with it being green at this point.
Apr. 18th, 2012A screenshot of Relic Maze 2. As of this screenshot, it is 25% done.
May. 8th, 2012A screenshot of the title screen.
May 30th, 2012A screenshot of Dragon Valley 2. The HUD was changed to add black outlines to nearly every element.
Jun. 1st, 2012A widescreen test. The HUD was also adjusted again to better fit with the new outlines.
Jun. 5th, 2012Another 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, 2012A screenshot of Lilac in Relic Maze 2, seen running away from the Ganseki enemy.
Jul. 10th, 2012Carol in Relic Maze 2. She was apparently very buggy by this point.
Jul. 10th, 2012Carol in Dragon Valley 1. Her jump pads were added.
Jul. 16th, 2012Lilac in Dragon Valley 2. Swimming was implemented for Lilac only, and the amount of oxygen you had in water was doubled.
Jul. 19th, 2012Lilac in Relic Maze 2. Posted to IndieDB.
Jul. 19th, 2012Various screenshots of Lilac in Dragon Valley. Posted to IndieDB.
Jul. 30th, 2012A screenshot of Carol's unlock screen, posted to Facebook.
Aug. 2nd, 2012An 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, 2012Ditto. The outlines' color is made a little more transparent here.
Aug. 4th, 2012Mahjong! No real differences from the SAGE demo version besides the lack of a highlight on selected tiles.
Aug. 4th, 2012A preview of Carol in Dragon Valley. Some graphical improvements to tiles/water were made.
Aug. 7th, 2012An 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, 2012Another demonstration of the widescreen feature. Posted to IndieDB.
Aug. 10th, 2012Carol was finally given her pounce move! You could only activate it by crouching, though. Aug. 10th, 2012An in-editor screenshot of Relic Maze 2's scrapped spinning cup gimmick. ![]() ![]()
Aug. 28th, 2012Four 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, 2012An 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, 2012Ditto, now featuring its final sprites!
Sep. 7th, 2012A preview of Carol's then-new Wild Kick and Shang Mu Academy!
Sep. 8th, 2012A look at Relic Maze 2's red crystal area. Posted to Twitter.
Oct. 2nd, 2012A preview of Lilac's Dragon Cyclone and Carol's bike.
Oct. 17th, 2012A before and after of Dragon Valley within the Clickteam editor, showcasing new tiles.
Oct. 27th, 2012Carol taking a look at her bike's fuel. Dragon Valley's tiles were also touched up a bit.
Nov. 11th, 2012Zao's statue from Fortune Night 1.
Nov. 21st, 2012A preview of the title screen.
Nov. 26th, 2012A preview of Zao's shopping mall. Posted to IndieDB.
Dec. 24th, 2012A rework of the S-shaped tunnel from Dragon Valley. 2013
Jan. 16th, 2013Screenshots of various builds. Featured on the Kickstarter page.
Jan. 17th, 2013Preview of Fortune Night 1 in widescreen! Posted to IndieDB.
Jan. 21st, 2013Screenshots of Milla in Lilac's Treehouse. Widescreen is now the default resolution, and the HUD was in the middle of being revamped.
Jan. 22nd, 2013Screenshot of Lilac in Lilac's Treehouse, showcasing another HUD revamp.
Jan. 23rd, 2013Another HUD revamp.
Jan. 24th, 2013Same 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, 2013Various screenshots bundled together that show off Milla, Spade and Torque's movesets.
Feb. 16th, 2013game mechanics ![]()
Feb. 27th, 2013The game's HUD was touched up a bit, resembling the final one more.
Feb. 28th, 2013Another screenshot of said change.
Feb. 28th, 2013The settings program from earlier builds was replaced with an in-game controls menu.
Mar. 1st, 2013Another screenshot of the controls menu, but with the Gamepad option selected and its icon moved slightly to the right.
Mar. 23rd, 2013Screenshot of Milla finishing Aqua Tunnel, with the stage now being fully complete besides giving Spade a way to defeat the boss.
Mar. 26th, 2013A work in progress shot of the Robopanther fight.
Apr. 4th, 2013A screenshot of Dragon Valley 2, now with the background tweaked.
Apr. 16th, 2013An attempt at adding the newer Dragon Valley tiles into the game, but with lower contrast.
Apr. 16th, 2013Another preview of Dragon Valley's tileset revamp, now with the original colors the tilesets had before.
Apr. 17th, 2013A preview of Sky Battalion.
Apr. 30th, 2013Images of Milla in Shang Mu Academy, demonstrating some revamps to the sprites.
May 4th, 2013Screenshots of revamped areas from Dragon Valley and Shang Mu Academy, also showing off Carol's then-new sprite makeover!
May 18th, 2013An early screenshot of Sky Battalion, showcasing that it originally would've been on a timer. May 25th, 2013Cropped screenshots showing off Lilac's sprite revamp.
May 27th, 2013In-editor screenshot of Rage Ravine.
Jun. 26th, 2013Carol receives her Wild Claw attack! Also shows off Sky Battalion.
Jul. 3rd, 2013A preview of Relic Maze 1's visual revamp.
Jul. 14th, 2013An early look at textboxes, with developer text showing distaste towards its placement.
Jul. 14th, 2013The 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, 2013A preview of the Adventure Mode intro cutscene. Notice how the textbox is at the bottom of the screen instead.
Jul. 29th, 2013A preview of Jade Creek. The tiles use an earlier color palette.
Aug. 10th, 2013Early screenshot of Thermal Base. It's lot more purple than it ended up being.
Aug. 17th, 2013Color palette test for Thermal Base.
Oct. 5th, 2013A preview of Fortune Night with Carol.
Nov. 21st, 2013A screenshot of Thermal Base with unshaded tiles.
Nov. 25th, 2013The Time Attack menu!
Nov. 25th, 2013Fortune Night's Serpentine fight! Some sprites are still unshaded, and Torque's plane remains blue for now.
Nov. 25th, 2013A preview of Fortune Night.
Nov. 25th, 2013A preview of Aqua Tunnel.
Nov. 25th, 2013A preview of Jade Creek. The tiles use an earlier color palette.
Nov. 25th, 2013A preview of Fortune Night.
Dec. 4th, 2013An early Pangu Lagoon screenshot, notably using grey rocks.
Dec. 7th, 2013Different color palettes for the Pangu Lagoon rocks.
Dec. 7th, 2013The rainbow crystals seen throughout the stage were added.
Dec. 12th, 2013A screenshot showcasing the Super Dragon Boost.
Dec. 30th, 2013A preview of Pangu Lagoon with unfinished tiles. 2014
Feb. 21st, 2014A screenshot compilation. Note the unfinished Battle Glacier tiles and unshaded Magister and Gong sprites.
Mar. 27th, 2014A 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, 2014The Battle Glacier screenshot from earlier on its own.
Apr. 12th, 2014A preview of Battle Glacier's Absolution fight.
Apr. 21st, 2014A preview of Final Dreadnought 2.
May. 7th, 2014A preview of one of Relic Maze's cutscenes.
Jun. 3rd, 2014Brev's in the hizzle. He appears unshaded.
Jun. 20th, 2014A preview of the cutscene from Jiang River. Torque's hands are noticably unshaded.
Jun. 25th, 2014Another cutscene with Brevon and co, with all of them missing shading (minus Syntax), right after Brevon murdered somebody. ![]()
Jul. 13th, 2014Near-final screenshots of Battle Glacier's shmup and Final Dreadnought 3.
Oct. 23rd, 2014Screenshot of Torque's water weapons being worked on and tested. 2015
Feb. 5th, 2015Work in progress screenshot of the Gallery.
Nov. 3rd, 2015Teaser images for Torque's campaign.
???, 2015A screenshot of Mathias Kærlev's desktop, showcasing Freedom Planet running on Mac via Chowdren.
2017
Nov. 16th, 2017A screenshot of the title screen's language select menu, lacking every other language besides English and Japanese. ![]()
Dec. 20th, 2017Work 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 DateThe 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.
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.
A screenshot from an earlier build (likely before 1.4), showcasing an unused cutscene from Relic Maze. Shared in the Kickstarter artbook. Possibly RealScreenshots 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. |













