English localization seems to be generating difficulty for readers, especially for native speakers. Since we are not native speakers of English, we did not realize this issue until now. This patch is an English localization-focused update to fix this issue.
In moldy spore forest, remove the advanced parallax to possibly increase performance. I'll revert back to a simple background later, but I'm busy this morning ahh!!
Hello everyone! A little bit slower of a pace this past week. I had to replace my motherboard which means a clean install of windows and the whole process of making sure my development environment is back up and running again. Super tedious and not fun!
On the plus side, this did allow me to really clean up all the Cinnabunny files. Hopefully this will provide more stability for the few of you who seem to be getting some crashes. I think it's related to some specific hardware, so I'm unable to replicate, but please let me know if the problem persists and if you notice any patterns that cause it if so!
Anyway, just some bug fixes and optimizations this time around! Full list below:
Cinnabunny 1.1.1 Changelog
Changes
Cleaned up a bunch of files and recompiled everything
Significant optimization for farmable plants which helps ease CPU load in the town
Reconfigured hover UI for the supplemental ingredients in the recipe chooser to be more visually consistent with other menus
Generally more stability in the town (fingers crossed this fixes some crashes a couple people are experiencing when returning from the forest, but as it appears to be targeting only certain hardware setups, it's difficult to test myself)
Bug Fixes
Activating the flutterby's guide out while performing certain actions can cause a soft lock
Co-hop birdocular time slow zoom feature not working as intended
In certain situations, player can get stuck on the deer, unable to dismount
Gather type errands not properly saving partial completion information
Requested items on the clipboards sometimes not working as intended
In co-hop, one player can enter another area while another player is using the player booth and it causes issues
Family members' entry in villager menu not appearing unless the player talks to them twice
In co-hop, if player two uses the tool menu while player one is using the tool menu, the cursor moves to player 2's screen
In co-hop, if player 1 uses the community project board and clicks on player 2's screen, the player will unintentionally purchase the currently selected project
Community project UI sometimes glitchy when using a controller to navigate
In certain conditions, dialogue boxes can get stuck on screen
In co-hop, one player can move a baking good furniture while another player is interacting with it causing a soft lock for the original player
Going too fast through the create recipe menu while using controller causes some UI to permanently stay on screen
Falling asleep in town could sometimes cause booth items to be duplicated
Happy Saturday, Super Sketchers! I come bearing news both good and bad.
The Good News and the Bad News
The good news is that Super Sketch Bob is officially now using a shiny new framework that will run better than ever! The bad news is that we had to switch due to circumstances well beyond our control as the framework the game used to run on, nw.js, is now depreciated. As a result, savegame files from Version 1.0.x versions of the game are not compatible with newer versions.
This sucks. We get it.
But silver lining? You can now play the game with better performance, upgraded physics, and a ton of bug fixes to make everything run much more smoothly. If you ever had issues with collision physics when bopping enemies before, those should now be fixed permanently.
Additionally, we've improved Cross/Link compatibility with Frip and Froop's Logical Labyrinth DX and our currently in development third game, so look forward to that.
How We're Making It Right
We're also implementing a special "Thank You, We're Sorry" program for anyone whose Super Sketch Save Data was lost during this transition. For the entire month of April 2025, if you send an email to support@waywardthoughts.games with a screenshot of Super Sketch Bob in your Steam library, we'll give you access to our Discord server at the Deep Thinker level for one year absolutely free (a $120 value!)! This gives you access to a ton of cool perks like:
An exclusive Discord role where you can see development of my next game.
One free Steam key for either of my already-released titles.
Beta access to my next game on Steam Early Access.
Watch and participate in bi-monthly development, Q&A, and liveplay streams with priority for questions in Q&As.
Your name in the credits of my next game.
Behind-the-scenes content from Super Sketch Bob and Logical Labyrinth DX.
Complete Patch Notes
-Updated SSB to new framework. So long, nw.js and thanks for all the fish! -Removed echo to fix sounds not playing. -Fixed issues with ceiling crushers softlocking you or forcing you out of bounds when environmental deaths are off. -Fixed Gullybirds not showing up correctly after you die on 3-4. -Fixed Angry Stompers sound playing more than once. -Bee wings now appear on Bob in the Costume Closet. -Bee wings work correctly when Bob gets squished with environmental deaths off. -Cross/Link Costumes menu item is visible again. -Liz and the Samurai Outfit now have the correct walk animation on the map. -Improved enemy bop logic. -Updated Cross/Link. -You can now cheese the challenge on Gullybird Shoal because why not? -Removed Herobrine.
Fix - Closing interaction panels no longer deletes the target - Recovery of sound option at character creation - Runes displayed when changing character - Spell descriptions corrected - Rune construction timer restarts from 0 - Spectral body deactivated correctly when changing character
Hi, tatsu on the comlink! I'm here with your Ablight update!
Please check out the above in-depth video by Perafilozof detailing the current state of Ablight's development and the future direction we can expect it to take. It's really exhaustive when it comes to the questions you might have so I recommend watching it in full!
We've updated the steam page with new screenshots that highlight our drastic UI overhaul as well as the new unit art.
I've been looking into 2 skills that were heavily outperforming other skills to try and figure out what was going awry. Believe it or not, I've done extensive testing with these abilities and their balancing, yet here we are.
I'm realizing now that the numbers I have in my documentation for balancing are not actually reflected on Ghost Blade and Final Spark. This means they're stronger than they're actually intended on being. This is a big mistake and I'll own it, because I know nobody likes nerfs.
However, I would also be doing the game a disservice if I let these incorrect numbers continue to exist. I've checked through every other skill, ability, DoT, etc. and they seem fine. It's just these 2 skills.
These skills will likely still be powerful, but not as horrendously overpowered as they were. I hope you understand that a game about variety isn't very interesting if you should always be running these 2 skills no matter what.
So, essentially, the following has happened. These changes reflect my internal balance design docs and should've been implemented before the game went live:
- Ghost Blade: Mana Cost Mult increased. - Ghost Blade: Base Mana increased. - Ghost Blade: Damage Mult decreased. - Ghost Blade: Base Damage decreased. - Final Spark: Mana Cost Mult increased. - Final Spark: Base Mana increased. - Final Spark: Damage Mult decreased. - Final Spark: Base Damage increased.
I'd much prefer to buff other skills, because any kind of nerf just isn't very fun and I know that, but they're so far and away ahead that the game would become nonsense if I did. Hope you understand.