Ah, launch week — that magical time when players find things we thought we fixed already. 😅
This first post-launch patch (about 25 hours after release!) focuses on crash and freeze fixes, a few balance updates, and some small visual and audio improvements.
Fixed a freeze that could occur when starting a dream using the Shroomwarden outfit
Fixed a crash that could occur when the game attempted to auto-pause during dialogue
Cleaned up some false-positive log errors that weren’t actually causing problems
Improved map generation stability
Updated minor portrait art issues
Adjusted Quick Charge (Sun Power) for smoother energy scaling
Tuned Inferno Storm ability for better late-game balance
Added a new “noon” chime and accompanying clock notification art
This update was guided by analytics and crash reports gathered after launch — thanks to everyone who jumped in early!
We’re also aware of a rare softlock that can occur during the final boss fight, and are investigating a fix for an upcoming patch.
More updates and refinements are already in the works. 🦊🔥
Improvements:
Option to disable post-processing effects for better performance
Some players experienced performance drops, particularly in the tutorial. To help with that, I've added a new Graphics setting: Post Processing FX

By default, these effects are enabled. Disabling them will turn off visual effects such as "Glow", "Blur" or "Color Tint", which may improve performance on some systems.
I really hope this helps with any performance issues and have fun playing Pale Coins!
Fixed crashes that occur when facing off certain bosses under certain affects, mostly with Midas's Touch
We recently discovered that the built-in background asset "StreetView" contains a Stop sign in an inappropriate location that does not comply with real-world traffic rules. This update replaces the images with the versions that uses "no stopping" sign instead of the stop sign:

The original version is still in our asset repository, but will no longer be packaged. Please contact us if you still need the original version for any reason.

Hello, everyone, this is Joel, the programmer at Muriki Studio! This time it's a small update in the series of more frequent updates we will be making to the game builds.
New user interface theme (credits to https://kenney.nl/assets/ui-pack-rpg-expansion)
Simplify laser sight and crosshair cursor color options menu
Move control mapping to a separate menu
Redo animations for the Frantic enemy
Fix checkpoint in the second level causing the player to restart at the wrong checkpoint
Other minor fixes and improvements
In the next update, we will bring the completely redone enemy spawn system, preventing cases where only one remaining spawner keeps spawning a single enemy at a time. We will need to rebalance all the game's arenas for this, but the new system will make everything easier for us to balance the levels and at the same time will make the game more fluid, preventing the problem already mentioned.
If you haven't seen the last game update report yet, check it out here, where we detailed all the major updates we've made since the demo launch in March!
See you in the next report, and until next time! ːsteamhappyː
Jump into Project Freefall! Enjoy this chaotic, skydiving tag game with other online.
Entertainment, elevated!
Major changes:
Damage is now randomized per target, so AOE attacks now hit each enemy for different amount of damage
Crit chance is now applied per target, same as damage
Made adjustments to the token characters to all face the other side of the board
Made changes to the lobby screen to allow kicking of other players if you are the host
Small changes:
Changed single player alert message to only appear the first time you attempt to play single player
Adjusted how the quest XP is distributed so that completing a wave gives a larger portion of the Quest XP
Added a maximum level 20 to the crit chance as noting happens when upgrading past that level
Cultists now spawn in the middle rather than the front
Added a failsafe to prevent multiple players from targeting the same enemy if that enemy had died from the first attack
Major bug fixes:
Fixed localization issues with Japanese
Fixed multiplayer bug that would kick players out from having too low of latency
Fixed a new bug that made it to where you would have to end turn if your character was dead.
Fixed a new bug that would enter a loop of damage reptation if certain criteria were met.
Fixed a bug where you would get kicked from lobby by processing too many change requests as once.
Fixed bug that would not reset the cultist's special summon between rounds.
Fixed the bug that caused the enemy vampire to not heal from dealing damage.
Fixed bug that the AI attacks would trigger the player targets to reset.
Minor bug fixes:
Fixed spelling issues in the tutorial messages
Fixed issue where the screen would stay red/green after round ended
Fixed bug that spawned AI helpers after you have disabled them
Reduced the small delay that happens between choosing an action and choosing an action target
Fixed bug that kept the shop's item screen up after rerolling
Adjusted the temporary defense text from white to black
Fixed bug that temporary defense regeneration would exceed the maximum limit
Fixed bug that the webbed effect display was showing wrong numbers
Fixed bug that would end AOE attacks if a character had died during the attack
Fixed turn timer to have only 1 time value instead of being related to the host's game speed setting
Added a failsafe to prevent AI from taking two turns at once