This update resolves many issues and adds some improvements. We hope you’ll enjoy a more comfortable experience!
Here are the detailed patch notes:
New Features:
"GLO" has officially launched! You can find its advertisement in your backpack. It’s an agency where you can proactively offer your pets, and it will regularly grant you gold based on the total number of pets you’ve provided.
We've installed a refrigerator in the bottom-level room! It can store the food from your desktop, helping you avoid being overwhelmed by piles of food.
Added a [Keep Bottom] feature, allowing the game to stay at the bottom layer of your desktop—perfect if you don’t want [Do Not Disturb] mode but also don’t want the game window blocking other things!
Adjustments:
The claw machine now has a much lower chance of dropping dolls, reducing frustration in the early game!
Feeding is now more precise.
When dragging pets, their size now matches the house scale, making it harder to drag them into the wrong room.
When dragging food, if there’s a pet who likes that food, it will show a unique expression as a hint.
Dragging out a pet no longer automatically selects the first pet.
Some store items were removed, and some new ones were added. Go check the shop!
Added a [Disable Weather] button, and rain frequency has been reduced.
When [Full Do Not Disturb] is active, you can now drag from anywhere on the folder, instead of needing to grab the surrounding area.
The [Pomodoro Timer] can now be forcibly canceled.
Expanded the [Recall] button in the backpack—you can now precisely recall pets based on their location.
Added a growth bar for pets in the backpack and made some UI improvements.
Reworked the Growth system: fully fed babies now reward a token, and max-growth pets now sparkle instead of becoming huge.
Pet size now represents weight. Each pet has its own weight, and you can buy an item in the shop to reset it.
Clicking a pet will now drop a coin or building material.
Updated some food items: removed duplicate fruit types and added new foods.
Updated the UI layout for the [Settings Menu].
Changed the position of the [Exit Button].
UI now properly blocks mouse input—it will no longer "click through" to items behind it.
If the [Toolbar] or [House] goes offscreen, it will now return to the center after a few seconds.
When pressing buttons in a disabled area of the claw machine, a clearer alert is now shown.
The claw machine [Exit] now responds to tapping, helping resolve the issue of dolls piling up.
We! Changed! The back of the info card! It looks much better now!
Bug Fixes:
Fixed an issue where dolls could get stuck in the claw.
Fixed an issue where food could get stuck on the desktop and become unresponsive.
The position of the [Toolbar] is now saved and loaded properly.
The [Toolbar Volume] is now correctly saved and restored.
The startup music no longer plays when in mute mode.
Fixed many layer-order issues.
Fixed an issue where the [Hearts] count wouldn't update after purchasing items.
Fixed an issue where eggs remained on the desktop after enabling Do Not Disturb.
Fixed an issue where some bred pets didn't respond correctly to their favorite food.
Fixed an issue where some bred pets didn’t display adventure rewards properly.
Fixed an issue where the claw machine continued to play the "moving" sound.
Fixed an issue where backpack blueprints didn’t update required materials after use.
Fixed a bug allowing [Reward Mail] to be claimed multiple times.
Eggs now correctly scale with the house size after being born.
A 2D platformer game where you play as a magical unicorn battling through a world of alpha characters, symbols, and emojis! See if you can survive through all 26 levels of absolute unicorn madness! 🦄✨🌈 This is an old school arcade style game, so expect a challenge and the desire to keep feeding the quarters into the machine!!
OH YEAH, AND THE CODE IS YOURS TOO!!
That's right, don't like how I did something, well, the code is completely open source. Written in python and developed with the pygame engine. Fork the code and make the next sequel!!
We’re excited to announce that Dagger Directive is officially in Early Access! After months of development—and thanks to a ton of valuable community feedback from the demo—we’re finally ready to drop you into the global sandbox of tactical combat.
But let’s be real with you up front: this is a true Early Access launch. That means there’s plenty of content already live (15 missions, 25+ weapons, and full co-op support), but also a few rough edges we’ll be smoothing out in the coming weeks and months.
🛠️ What You Can Expect Right Now:
Three unique campaign zones: Frozen coasts, jungle compounds, and war-torn cities await. Each offers distinct tactical options and challenges.
Tactical freedom: Choose your loadout, your time of day, and how you want to approach each op—stealth, chaos, or somewhere in between.
Co-op Multiplayer: Go solo or drop in with your squad. We've made recent improvements to stability, though some multiplayer hiccups may still occur.
Full arsenal access: 25+ weapons and dozens of attachments, along with deployable drones, mines, and gear for all playstyles.
👀 What We're Working On:
AI fixes: Enemy behavior will improve significantly in the coming days. We're aware of inconsistencies and actively tuning how enemies respond, engage, and patrol.
Mission polish: Some missions may feel a bit undercooked or unclear. Objective markers and general mission clarity are top priorities moving forward.
Co-op stability: While mostly solid, there are a few known issues with player drops and mismatches. We’re on it.
Feedback loop: The first few creator videos have been incredibly helpful—and honest. That’s exactly what we need. Keep the feedback coming. We’re listening.
🧪 Why Early Access?
We chose Early Access because we want to build this game with you. Already, suggestions from the demo helped shape core systems, and we're committed to making Dagger Directive the best tactical FPS sandbox it can be—with your input guiding the way.
🔮 What's Coming Next?
Mission Editor with Steam Workshop support
Advanced tutorials for stealth, tools, and tactics
Free Play Mode to spawn enemies, allies, and vehicles at will
Modding support for weapons and gear
💬 Help Us Improve
Encounter an issue? Got a killer idea? Share it with us! We’re active on Steam forums, Discord, and more. This is just the beginning of the mission. We’ll be refining, expanding, and evolving Dagger Directive with every update.
Thank you for suiting up with us on Day One. We’re stoked to have you along for the op.
TL;DR: This update introduce some new levels and mechanics including: 10 new levels, 3 new platforms, 8 new arrows, 20 new relics, 2 new statuses, 1 new arrow effect along with some QOL, bugfixes and balancing!
New mechanics:
The following 3 new mechanics add diversity to builds you can make and allow you break the game in different ways. (Please send me some videos of you breaking the game, I'd love to see it)
- Burning platform effect: At the end of turn take 1 burning damage and burn surrounding platform(s) - Electricity: Deals 1 electric damage to surrounding platforms - Boulders: Physical object that roll and deals high damages to enemies when falling into them
10 new levels:
10 new levels have been added to make the runs less repetitive.
3 new platforms:
- Bouncing Platforms: Arrows and debris bounce on it - Electric Platforms: Deals 1 electric damage to 5 surrounding platforms when destroyed - Burning Platforms: Burn surrounding platform(s) when destroyed
8 new arrows:
20 new relics:
2 new statuses:
- Ghost Shield: Ghost arrows doesn't have any effect on this enemy (switch to tangible shield next turn) - Tangible Shield: Non-ghost arrows doesn't have any effect on this enemy (switch to ghost shield next turn)
1 new arrow effect:
- Consecutive: X additional arrows are shot consecutively
Optimization:
The game has been optimized, you should have less lags while shooting arrows with that has lot of piercing!
Gamepad and Steam Deck Support:
Full gamepad support has been implemented, you should be able to play with a controller without any issues now.
The early access roadmap have been updated:
Content drops will now happen every 2 months (like regular update) but will be bigger, endless mode update will now be in august instead of the new characters update
Reviews:
If you're enjoying the game, the best way to support my work is to leave a review on Steam!
Here's the full changelog:
[Add] - Add boulders: Physical object that roll and deals high damages to enemies when falling into them - Add electricity: Deals 1 electric damage to surrounding platforms - Add burning: At the end of turn take 1 burning damage and burn surrounding platform(s) - Add a button to go to next turn without waiting for debris and boulders to stop moving - [Level] "King Slime" level: Part 1 (1-5): 3 slimes - [Level] "Electric Taser Slime" level: Part 1 (5-15): 3 slimes - [Level] "Breakout" level: Part 1 (5-20): 3 bats, moving bouncing paddle like in breakout games - [Level] "Boulder Marble" level (Elite): Part 1 (0-20): 1 viking - [Level] "Graveyard" level: Part 2 (0-10): 3 ghosts - [Level] "Electric Eel" level: Part 2 (0-15): 4 spiders - [Level] "Electric Taser Ghost" level: Part 2 (5-15): 3 ghosts - [Level] "Reaper Path" level: Part 2 (5-20): 3 reapers - [Level] "Bento" level (Elite): Part 2 (0-20): 6 reapers - [Level] "Behind" level (Elite): Part 2 (0-20): 3 skeletons, can make rebounds to hit enemies or touch burning platforms - [Platform] Add "Bouncing Platform": Arrows and debris bounce on it - [Platform] Add "Electric Platform": Deals 1 electric damage to 5 surrounding platforms when destroyed - [Platform] Add "Burning Platform": Burn surrounding platform(s) when destroyed - [Arrow] Add "Boulder Arrow" S:-1 P:2/4/6 Drop a boulder when hitting something - [Arrow] Add "Bag of Boulder Arrow" S:-1 P:-1 Drop a boulder every 1/0.5/0.2 seconds before hitting something but cost 5 coins every time it does - [Arrow] Add "Electric Arrow" S:10 P:4/6/8 When destroying a platform, deals 1 electrical damage to 1/2/3 surrounding platform(s) - [Arrow] Add "Electric Ghost Arrow" S:-1 P:-1 Has 30% chance to deal 1 electrical damage to 1/2/3 surrounding platform. Ghost - [Arrow] Add "Fire Arrow" S:30/40/50 P:2/3/4 Spread fire to the last platform hit - [Arrow] Add "Fire Ghost Arrow" S:-1 P:-1 Has 2%/5%/8% chance to spread fire when passing through a platform. Ghost - [Arrow] Add "Extinguisher Arrow" S:30/50/80 P:0 Piercing stat of this arrow is equal to the number of burning platforms on the board. Extinguish all burning platforms of the board at the end of turn. Gives stunned 1 to enemy on hit. Heavy. - [Arrow] Add "Firefighter Axe Arrow" S:30/40/80 P:2/4/8 Instantly destroy burning platforms when passing through - [Relic] Add "Sticky Boulder" relic: Boulders retrieve platform's coins when hitting them - [Relic] Add "Golden Boulder" relic: Gives 5 coins every time a boulder hit an enemy - [Relic] Add "Vine Boulder" relic: Boulders deals double damages - [Relic] Add "Emerald Scepter" relic: Gives Consecutive 1 every 5 turns - [Relic] Add "Ruby Scepter" relic: Gives Consecutive 3 every 10 turns - [Relic] Add "Diamond Scepter" relic: - All arrows have Consecutive 2 - strength and piercing are divided by 2 - [Relic] Add "Electric Dagger" relic: Electric damages are increased by 1 - [Relic] Add "Electric Sword" relic: Electric damages are multiplied by 2 - [Relic] Add "Electric Shuriken" relic: Electricity spread to 1 more platform - [Relic] Add "Electric Boomerang" relic: Electricity spread to 3 more platform - [Relic] Add "Electric Whip" relic: Every arrows spread electricity to 5 surrounding platforms when hitting a platform (without destroying it) - [Relic] Add "Elemental Sword" relic: Electricity has 30% chance to burn a platform - [Relic] Add "Burning Dagger" relic: Burning damages are increase by 1 - [Relic] Add "Burning Sword" relic: Burning damages are increase by 1 - [Relic] Add "Spicy Wing" relic: Burn a random platform every 10 turns - [Relic] Add "Electric Hammer" relic: Spawn 5 electric platforms per levels - [Relic] Add "Burning Hammer" relic: Spawn 2 burning platforms per levels - [Relic] Add "Candle Sword" relic: Arrows have +5 piercing if there's between 1 and 10 burning platforms on the board - [Relic] Add "Transmutation Scythe" relic: Transform the last platform hit to a random platform - [Relic] Add "Chalice" relic: Each time you lose HP, take 1 less damage - [status] Add "Ghost Shield" Status: Ghost arrows doesn't have any effect on this enemy (switch to tangible shield next turn) - [status] Add "Tangible Shield" Status: Non-ghost arrows doesn't have any effect on this enemy (switch to ghost shield next turn) - [ArrowEffect] Add "Consecutive" Arrow Effect: X additional arrows are shot consecutively
[QOL] - Optimize some parts of the game (Object pooling, Physics tweaking, Sprite packing, ...) - Improve controller support - Debris are now destroyed when not/barely moving instead of a fixed time - Improve tooltip readability and improve some wording/localization - Add icons to arrow effects - Add resolution option in the settings - Add fast enemy turn option in the settings (add x2 speed multiplier every enemy turns) - Add a small animation at the end of combat - Improve level random selection to avoid playing the same levels in a row - Add anonymous analytics - Add an error message when a run cannot be loaded and send the player to the main menu
[Fix] - Fix potential soft lock in chef's cooking arrow dialogue - Fix potential soft lock when enemy was dying when doing an action - Fix some layout not responsive enough on some screen resolution - Fix gamepad detection that was too sensitive - Fix Sabrina and Bartholomew statuses that was not in correct position - Fix Sabrina health bar that was too small - Fix coins appearing on unbreakable platforms
[Balancing] - Rework all difficulties - Delete "Cursed Skull" Relic - Nerf "Bartholomew": Spawn less bats and bats can have electric platforms around them - Nerf "Money Arrow": Capped to 10/15/20 coins per turn and need 5/3/2 platform destroyed to gain a coin - Nerf "Shield Arrow": Capped to 20 shield per turn and need 5/3/2 platform destroyed to generate 1 shield - Buff "Risky Arrow": Gives you less poison - Nerf "Gold Piercing", "Gold Strength" and "Gold Shield" statuses: now half their amounts when giving their respective buffs - Buff "Gold Piercing Arrow": Now gives "Gold Piercing" 2/4/6 when fired (instead of 1/2/3) - Buff "Gold Shield Arrow": Now gives "Gold Shield" 4/8/12 when fired (instead of 3/5/10) - Buff "Gold Sword Arrow": Now gives "Gold Strength" 20/40/60 when fired (instead of 10/20/30) - Buff "Piercing Arrow": Now gives "Gold Piercing" 0/2/4 when fired (instead of 0/1/2) - Buff "Tipsy Arrow": Now gives "Gold Piercing" 2/4/6 when fired (instead of 1/2/3), Now gives "Tipsy" 4/8/12 when fired (instead of 3/3/5)
Reviews:
If you're enjoying the game, the best way to support my work is to leave a review on Steam!
This version tries to improves performances and to reduce the possibility of crashes. Fixes and balance small things.
Let us know if you experience significant performances changes or new critical bugs.
As usual, restart Steam to get the update, and backup your save before trying the dev branch. All players must have the same version to play co-op. If you have issues launching the game, remove all your mods before reporting bugs.
Temporary changelog :
Error : List not up to date, check full patch change notes.
Stay in the loop
As always, don't miss any informations about Planet Crafter and Miju Games :
Fixed at least one instance of missing NPCs—we hope it was the only one, but please let us know if you encounter any others.
Resolved an issue with Arthur's bonfire dialogues repeating and breaking progression logic (Arthur's dialogues should now be available in the second region; previously, a broken line was breaking further interactions).
Fixed progression issues in Neante's questline (The Price of Healing, Hollow Blessings).
Also, our biggest patch yet is coming sometime between Friday and Monday, depending on how quickly we can get everything in!
Another patch, fixing another case of skinned meshes not rendering!
Compatible with previous, but update recommended again (if there are users in the session with older build, they might disable the skinned mesh in some cases).
Fixes:
- Fixed SkinnedMeshRenderer breaking in FastDisjointRootApproximate & MediumPerBoneApproximate modes when disabled or duplicated (reported by @rixx_vr, @nanotopia, @Creator Jam, @demonzla, @_deltawolf, issue #4531)
Update 2.0.0 - the biggest since launch! Featuring new publication types, order board system, dozens of perks, revamped Career mode and more.
Key Changes
New publication type - Articles
New publication type - Fanfiction
New publication type - Advertising slogans
New publication type - Text editing
New publication type - Text translation
New publication type - Fairy tales
New publication type - Screenplays (film)
New publication type - Video game scripts
New publication type - Commercial scripts
Added support for MacOS and Ubuntu
New Order Board mechanic
New Fatigue and Burnout mechanics
New Publisher selection and Publisher trust systems
Added 50+ perks and knowledge points system
New perk: Slider memory
Changed all round objectives in Career mode
Added Level 7 to Career mode
Added tutorial
Added additional round objectives for each Career round
Expanded post-round statistics in Career mode
Balance and AI changes
Animation performance improvements and more
Detailed Breakdown:
New Publication Types
Articles
Fanfiction
Advertising slogans
Text editing
Text translations
Fairy tales
Screenplays (film)
Video game scripts
Commercial scripts
Each publication type has unique writing mechanics! This significantly diversifies gameplay as players face new challenges with each format.
For translations, you must identify the language and translate phrases.
For slogans - identify products and target audiences.
For fairy tales - compose stories based on client requirements.
Articles feature three unique minigames! Like reconstructing sentence order:
The update adds substantial new content. Note these works are now rated on a 3-star scale (different from books).
Order Board
You can now take on publication writing assignments. It's possible to accept multiple assignments at once — this boosts your rewards but also demands better planning, since missing a deadline will result in a small penalty. The exciting part is that other players can take on assignments too. Plus, publishers have been introduced into the game. If you complete several jobs for the same publisher, you’ll unlock the ability to sell them any of your own works in the future.
Publishers
Few publishers will risk new writers initially. Build relationships by completing their orders to unlock new opportunities.
Fatigue System
Now, every time you work on a project, you accumulate fatigue. Once fatigue reaches 100%, your writing speed slows down, and there's a risk of burnout. Burnout means your character abandons the current project and refuses to start a new one for a while.
Fatigue might be a minor issue early in the game, but in the late game, you can usually ignore it. This system adds strategic depth to how you plan and select orders, and introduces a layer of tension that keeps things interesting.
Knowledge & Perks
Knowledge unlocks perks. Earn Knowledge Points by: - Completing orders - Writing new combinations - Winning minigames against others
Revamped Career Mode
Thanks to new publication types, each round now feels truly unique. The victory conditions have been updated: Round 1: Qualification (only Articles and Fanfics available) Round 2: Max Prestige (Articles, Fanfics, plus Translations and Ads) Round 3: Screenwriter Showdown (only Screenwriting is allowed) …and so on.
Books are now unlocked starting from Round 4. Each round features unique additional goals for varied gameplay.
Post-round personal statistics provide deeper insights.
Now let's review our original roadmap:
Planned Updates:
Secondary character name changes
Additional round goals (implemented in 2.0)
Save anytime feature
Slider setting memory (now a perk)
Endless mode
Proper tutorial (implemented)
Publisher mechanics (implemented)
Contracts system (replaced by Order Board)
Cover editing (color customization available via perk)
Perk system (implemented in 2.0)
200+ new stories (~200 across new types)
Real-world events (removed to reduce popups)
Sequels (not sure yet how to implement this properly) — (2.0. Unfortunately the only item not fully realized)
Detailed statistics (more detailed stats done in 2.0)
Unplanned Additions:
Battle Royale mode
Fatigue mechanics
Overall this update delivers substantial improvements - gameplay is more varied, progression feels organic, and systems interconnect meaningfully.