We’ve updated our game to address a critical Unity engine vulnerability
Greetings golfers!
It’s been a busy few weeks here at the clubhouse, what with the impending DLC on the horizon, but I’ve still managed to squeeze a few bug fixes and some QoL improvements into another patch.
While smaller than most updates, the 1.21.2 patch does bring some interesting new features based on player feedback. Firstly the much asked for auto-rotate for the player camera has been added. Now, when aiming, the camera will automatically follow the player. This behaviour is optional, however, as I know many players have gotten used to the existing camera and muscle memory can be hard to change 😅 - to turn this behaviour off just hop on over to the Settings page of the Options menu.
This update also adds the ability to measure distances when putting, useful for either those dog legged putting courses, or when putting without the Putt Assist enabled. When you’re on the green simply press Up on the D-Pad (or 1 on the top row of the keyboard) and a small widget will appear on screen. You can move the widget around with the aim keys or left thumb-stick and the distance from the current lie of the ball will appear in your chosen units above the widget.
While these are the most noticeable changes there are many smaller fixes, such as a bug in the Workshop tools which was applying the incorrect animations to imported avatars 😅
Here’s the full change list:
Fixed - Elevation display is properly hidden for remote clients in network games
Fixed - Game no longer plays menu music in-game when the soundtrack is installed from Steam
Fixed - Workshop tools were loading the wrong player animations when importing an avatar.
Fixed - Crash when loading the game and no audio hardware was available
Updated - CPU players are less likely to go into ‘meltdown’ when failing to make a shot
Updated - Tutorial and How To Play now cover the Putt Measuring Tool
Added - Option to automatically rotate camera when aiming (on by default, disable in the Options menu)
Added - ability to measure distances when putting with Up on the D-Pad or 1 on the keyboard
Added - Support for the Adventurer DLC
Thanks to everyone who highlighted bugs or offered feedback - make sure to let me know of anything else you might find! You can drop a note over on the Discussions, join the Group Chat or come say Hello on Discord.
That’s it for this update - up next we have the release of the DLC (soon!) and once that’s available I’ll detail what I have planned for the 1.22 update.
Until then though, as always,
Happy Golfing! ⛳🏌️♂️
発見されたUnityの脆弱性に対応するアップデートを行いました。
We have released an update addressing the discovered vulnerability in Unity.
For this early October patch, we have included a number of balance changes and fixes. There also are a couple of minor game client improvements and fixes.
Security
The game client has been rebuilt with the newest version of Unity to address the CVE-2025-59489 vulnerability as detailed on the Unity website. Please note that there have been no evidence of this vulnerability being exploited in Pox Nora or any other Unity-based game.
Rune Manager
Fixed an issue in which the Rune Manager would not correctly add or remove runes from a battlegroup with the A/X button
Fixed an issue that could prevent moving between the collection and the battlegroup with the right joystick if all items were deselected (i.e., from pressing on the screen on a handheld pc like a steam deck or rog ally)
In-Game UI
Conditions now show as stacks with a counter when a unit has multiple copies of the same condition/effect with the same duration.
Made some spacing adjustments to the lower HUD.
In the balance update, a new system was put in place to try to select different maps if it was the case that the players had just played on that map. This system has been adjusted to now only trigger if a player has already played on that map twice before in order to better maintain map rarities.
Removed Sundered Lands from ranked rotation.
Removed Shattered Peaks from ranked rotation.
Updated the locations of nora fonts on Lost City.
Updated the map configuration for Shores of Maljara.
Changed Shores of Maljara map rarity to EXOTIC.
Custom 2v2 games should now award Drums of War contribution points.
The list of balance changes can be found on the Pox Nora website.
Fix issue where Kaifuku Ball could not be used outside of battle.
Fix a game softlock/freeze when approaching a certain boss battle from a certain position and angle in the final area of Labyrinth 2.
Fix an issue with button input sometimes not working smoothly when selecting party members for a special battle.
Fix an issue with button input in the Tsuri (fishing) minigame occasionally causing the game to stall after a completed reel.
Fix an issue with camera clipping in the Omikuji system.
Reduce special effects intensity of certain battles to improve overall performance.
Fixed a few typos and accidental usage of kanji in certain furigana-only fields.
Fix a rare bug where a character's Onsen outfit could stay in place even in dialogue taking place outside of the Onsen.
Players can no longer access the Enemy View menu while the Kanakae UI is active.
Fixed a few instances of graphical clipping in certain labyrinths.
Fix rare case of game freezing (harmless, but for too long) when saving the game.
Remove "No Extra Notes" text from Okkake no Osakenori to prevent text overflow.
Fix issue with being unable to interact with Kunihiko in Fuu Underground when playing Okkake no Osakenori.
Unity security vulnerability fix has been implemented. Read more about it here.
We want to add a "Fast-Forward" (by holding a certain key) to some minigames so that they can be played and progressed through more quickly.
We've noticed some physics inconsistencies in Tatiana's minigame, Kotoba Kyuugi, and are looking to fix this soon.
We've noted that some bottles can get stuck in the path of play in Otogawa's minigame, Okkake no Osakenori, and are looking to fix this soon.
We've noticed that when holding a button to move, then sliding your hand (while still holding the button) to another button occasionally does not allow the player to rotate properly in the dungeon. We are looking to fix in the near future.
We may be able to prepare a Nintendo Switch-specific option that improves graphics for those playing on Nintendo Switch 2.
There are some users still experiencing issues with widescreen play, for example with selectable resolutions not appearing in the dropdown option. Although we were planning to revisit this issue in September, we ended up not having the bandwidth to do so due to the recent launch of the port on Nintendo Switch. We apologize for the inconvenience and plan on looking into this in October.
Thank you Shujinkou players for your continued support and QOL requests! Feel free to join our Discord community if you need assistance with gameplay, want to suggest features or provide constructive feedback, or want to meet and chat with other fans of Shujinkou!
https://discord.com/invite/UdCdvSuwpk
Read more about this update on the official Rice Games website:
https://ricegames.net/2025/10/05/shujinkou-v1-42-patch-notes/
New scenarios and achievements have been added to the main game.
This feature unlocks after your first clear, but you can also set the game to “Cleared” directly from the title screen.
It’s been a while since the last update, and there are a few reasons for that.
First of all, part of August was spent preparing for participation at Gamescom 2025.
In short, it was an amazing trip. I had the chance to meet many interesting people, attend a lot of events, learn new things, and just have a great time away from development. After the trip, it took me about a week and a half to get back into the workflow, so it took some time before I could dive into development again.
There are 3 major reasons why the next patch took longer to release. All of them were planned and are essential components of the project. Here’s why:
This was a massive task that required a lot of time and effort.
Many of you already know how important optimization is for me. One of my main goals is to ensure that the game is accessible and runs well on a wide range of hardware.
Since the project isn’t finished yet, I always try to leave a performance margin for future content as there will be plenty of that. For years I’ve wanted to build a toolset for automatic optimization, so that any new content (official or modded) won’t have a severe impact on performance.
Long-time followers know the game has had dismemberment for a while. But the old implementation was clunky and required manual character preparation before it could work.
Now, unlike before, the new system is fully procedural. It no longer requires special rules or effort when creating clothing or other equipment. This makes adding new outfits and gear much easier.
Another huge task that took a lot of rework.
The new system massively expands customization possibilities. Characters now support over 25 customization slots, including different armor types.
Along with the new system, the number of available items grew from 45 to 250 (just clothing items alone!).
In the long term, this opens the door for UGC (user-generated content). Players will be able to create their own outfits, gear, weapons, and more. Thanks to these technical improvements, integrating new content, both official and community-made, will require far less manual work.
GAMEPLAY
Fixed incorrect sounds on boats.
Fixed weapon attachment synchronization bug.
Fixed doors not opening correctly.
Fixed ambient sounds during day/night transitions.
Outland mode time now syncs with server time.
Fixed several visual bugs.
Fixed melee combat animations.
Fixed incorrect footstep sound positioning.
Fixed grenade throwing inconsistencies.
Fixed gear display on dead characters.
Many other small fixes and improvements.
OPTIMIZATION
Significant performance improvements across all systems.
Reduced load on both CPU and RAM.
AI / BOTS
Bot accuracy tweaked for more realism.
Bots now react to gunfire and experience suppression from return fire.
Fixed cases where bots spawned on rooftops.
OTHER
Improved melee system.
Brought back the quick kick (middle mouse button), which can also break doors.
Increased clothing/equipment items from 45 to 250.
Recently I made a short video explaining the Outland mode. This is one of the core gameplay loops, where players need to capture territories to accumulate resources and complete contracts to earn money.
The project is still in open alpha, essentially a technical demo for now, but steadily moving towards beta. The beta version will feature the complete set of core systems and finished gameplay loops.
A huge thank you to everyone who continues to support the project, your support means a lot.
-Dev