Change Log:

0.3.2 - 2025/12/23

- Update UI to show pushed values when "any" is expected

0.3.1 - 2025/12/21

- Add descriptions for single_min, single_max, reduce, pair_min, pair_max, count_true

0.3.0 - 2025/12/19

- Act I and Act II main story puzzles implemented
- Email system added - puzzles come via emails, with [!] for Main Story, [?] For Optional, and some emails have no puzzles
- Removed Port Timeout (to be added in Act IV)
- Rewrote VM, Assembler, Decoder, etc to be more reliable
- Added various characters and narrative to the game
- Added music to the game (just 1 track right now)

FUI:
- Add image draw command and config option
- Added released and down status
- Offset now applies to any box, not just FLOAT
- Added scroll bars, kind of - (query scroll state and construct in user code)
- Fixed various bugs

0.2.2 - 2025/12/09

- Change scroll input handling from raw to velocity + clamped + deadzoned (attempt to fix scrolling on high frequency devices such as Macbooks)
- Fix description of "Redirect Offset" to properly match expected outputs

0.2.1 - 2025/12/08

- Update cheatsheet to explain Collision Operations

0.2.0 - 2025/12/08
Complete rewrites of VM, Assembler, Decoder, and Puzzle modules

Game:
- Revamped Cheatsheet UI
- Added Validation Test Cases for all puzzles
- Replace Time with Stats on Solutions
- Added 9 puzzles
- T-Flag is now a read-only Register
- Area and Cycle stats shown on Success
    - Area: Number of different Memory Addresses or Registers written to
    - Cycles: Each step, the max cost instruction between the 4 cores is added to the total. This is due to the synchronisation being round-robin/lockstep.
- Removed the "Next Instruction" text in Cores as the same data is shown in the Editor
- PUSH now accepts immediate value as source.
- Added capability for cursor to start on arbitrary line based on puzzle spec
- Cores may be disabled for puzzles
- Swapped Input and Output port positions
    - Ports now have same top-to-bottom reading order
    - Reversed Input Port direction (now pops off top)
- Removed labels P.0, X.0 etc
- Moved Port Timeout Indicator to below the Inputs
- Changed "MAX" to "-X-" when a Port Timeout occurs
- Added some "wires" to show data flow
- Removed instant fail state on invalid state
    - The solution is invalid, step/play/fast is possible

- Added version text

Editor:
- Fix multi-line selection extension with shift+up/down
- Change error message style
- Error messages now show localised underlines instead of entire line
- Implemented better Select (release anywhere along line - to the end)
- Implemented Cut, Copy and Paste
    - On web, paste only works from an internal (to the game) clipboard. This is to get around browser permissions and the async nature of the clipboard API which is both delayed and puts a little "Paste" popup on the screen.
    - Desktop copy and paste works as normal
- Added selection highlighting
- Changed how input works for web builds
- Registers and Memory now highlight on change
- Editor text highlighting supported by mouse
- Added click-to-move cursor
- Reordered editor/input update to prevent flickering
- Rewrote editor code to behave predictably
- Removed current-line highlight

FUI:

- Add COVER flag which sets the size to the full UI size
- Added clear_statuses and clear_focus procedures
- Remove focus when mouse moves

0.1.5 - 2025/12/01

- Fix double colon and semicolon input on some keyboards
- Fix out-of-bounds error with Editor text

0.1.4 - 2025/11/30

- Fixed memory operand error messages for STORE and LOAD instructions.
- Moved to Harvard Architecture.
- Fixed Saves being erased.
- Fast can now Pause.
- Make Next Instruction UI smaller.
- Add standardised UI header.
- Removed hexadecimal from the game.
- Removed signed numbers from the game.
- Removed the log.
- Reworked the UI to show Ports going into Cores, going out to XPorts.
- Renamed Memory Inspector to Shared Memory Inspector.
- Removed ASCII icons from buttons.
- Removed Hotkey labels from buttons.
- PLAY and FAST change text to PAUSE while code is executing.
- RESET now turns all cores to OFF.
- Cores now show ON or OFF instead of Active and HALTED.
- Cores now show OFF when STOP.
- Unified topbar across scenes.
- Remove negative numbers from the game. Values are now 0-255 inclusive.

FUI:
- Fix incorrect gap calculation for Row Elements.

0.1.3 - 2025/11/29

- Fix issue with semicolon key not being detected in web build

0.1.2 - 2025/11/29
- Add debug print to input
- Saving/Loading added via userfs https://github.com/greenya/SpaceLib/tree/main/src/userfs
- Added prerequisite to puzzles, now only puzzles with solved prerequisite will show
- Update branding to LANE-4
- Remove placeholder Stats from Solution browser until Stats/Histogram is implemented

Updated 22 days ago
StatusIn development
PlatformsHTML5, Windows
Rating
Rated 5.0 out of 5 stars
(3 total ratings)
Authorfalconerd
GenrePuzzle
Made withraylib
Tagslogic, programming
Average sessionA few minutes

Download

Download
lane4_0.3.0_windows.zip 6 MB

Comments

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This has a lot of potential! Digging it so far.

Thank you!

Very nice game. Is there going to be some kind of supplemental manual like in TIS-100 and things like this? Very excited for the Steam playtest and release.

Thanks! I've thought about it. Unsure as of yet.. I would like the in game cheatsheet to be enough - though I do like the aesthetic of a manual.

Version 0.3.0 is a big improvement. I'm currently on "Count True", there is no description, what's the value of the treshhold. There is also no description of the task in the editor window.

(1 edit)

Oh no, I'm out for the day but will write the descriptions tonight. 

From memory I usually use 100, 125, or 150

Edit: Updated descriptions

As a zachlike fan i really liked this. I played it some days ago too and like the new look. But i got stuck due to a bug (i think) on "Port Timeout" level: my solution has 8 total timeout but still doesnt run. I think it would sense to refresh it when it loops again at the end or after CONT or by making the PULL instruction have 0 cost

(+1)

Hey George, thanks for the feedback!

I think you're right there's a bit of clunk to clean up around the Port Timeout - it's an interesting mechanic that I need to design more puzzles for to get a better feel for - just added to my TODOs :)

I have the same problem, maybe you should set optional goals, like cycles and loc, giving a star, if the goal is meet. I'm sure, most of the players will try to reach the goals. In other games it's common, that you have different solutions to reach the goals.

Apart from that bug I like the game.

Thank you for your feedback, Kalle.


I have histograms planned for 0.4.0, but perhaps adding challenges like "solve without branching" could be interesting too

Awesome stuff!

Thanks Bart