This patch should solve a performance issue that popped up in v1.12.0. Have a great weekend!
v1.12.5f1
General
- Fixed: instanced rendering was not working properly, reducing performance
- Fixed: vapor cone was missing for certain aircraft (mostly players)
Units
- Fixed: F/A-26, EF-24, and F-45 AI units swapped to team B didn't have corresponding radar RWR symbols (FA, EF, FS)
don’t worry. Only for the good. When we change things for the bad, we’ll make sure to let you know beforehand.
Our normal patch cycle is usually 6 weeks for regular new features and larger scale additions. With weekly to bi-weekly balance adjustments. During these first few weeks of Early Access, we are more focused on bugs, and stability issues, so patches might not be at the normal cadence. It’s important to remember that if you don’t see your feedback reflected in the patch notes, it doesn't mean it was passed over. Most things take time to build and iterate on. Just know we are reading all of your feedback and cooking up the bestest boat game ever.
When you see [X - Y] X stands for the value something starts at and Y stands for the max value. For abilities, X is level 1 of the ability, and Y is either ability level 20 (ship level 50) or ability level 10 for the 3rd ability slot (ship level 50). For non-abilities, X is usually the start of the game, and Y is a specific time.
This patch we are looking to make weapons feel more impactful, speed up the early game a tad, balance some ships, make loom coils more powerful, center extractors more valuable, and make sure games don’t drag on.
Oh and we have our first Hammerhead! As of time of writing, our great monarch, King Knave I, has reached the prestigious rank of Hammerhead! All Hail King Knave!
General Changes
Addressed an issue where players that failed a quality of service check, would get defaulted to an incorrect region, leading servers to spin up for players who should have been filtered out of that region. We currently support US east, US west, Europe, and Asia (Hong Kong).
If you live far away from those regions you might still have poor connection to our servers. Please if you are experiencing issues on gameplay, either with ships stuttering, input delay, pop into our discord and make a support ticket. It helps us narrow down why these issues are persist.
Early Leaver event reduced from 5 minutes to 2 minutes.
If a player leaves before the 2 minutes mark of a match and becomes a leaver, the game score will not count, and no one will lose or gain MMR. Note: a player is not marked as a leaver unless they forcible abandon the game, or they don't reconnect to the server within the allocated time frame (currently 4 minutes).
Time being disconnected to be marked as a leaver from 3 minutes to 4 minutes.
3 minutes was slightly too short of enough time for someone to reconnect to a match when they were actively trying to get back into a game.
Leaver penalties have increased. Time banned and escalating events all increased to punish leavers more harshly. If you think you have been ban from matchmaking, and believe it was caused by a bug, make a ticket in the Discord under feedback → support-request.
Ping limit reduced from 20 per minute to 10 per minute.
Some people have been spamming. We plan to overhaul how this works in the future so its less abusable while also allowing people to ping more often to communicate.
Changed health bar color when taking damage from dark red to yellow. so that it’s clearer to see when damage is being applied to enemies and self.
Economy
Center Extractors are more valuable.
Extractors now give Occo every 2 seconds instead of every 5, making income ticks more visible on the payout bar. Base gold amount has been changed from a scaling 360-396 over 20 minutes to a flat 390.
Adjusted the bonus curve for multiple extractors to create a more significant difference between owning 3 versus 4 extractors.
Payout Threshold reduced (so they happen more often)
note: a payout triggers when your empire gains enough Occo. More payouts means faster distribution of Occo (and power) and more Siege Minions. **Objectives that give your Empire Occo:
controlling extractors
killing enemy players
destroying enemy structures
(new) killing and completing harvesters
Minions
Minion health has the highest relationship to game length. Higher the minion health, the lower the game length for two reasons:
Damage share and vision are critical to push into defensive positions
Backdoor protection requires minions to be nearby
Having lower health minions feels really good for power scaling, but leads to stalemates, so we’ll continually work on ways to have minions aid it ending matches while not making weapons or abilities not feel impactful.
Minion base health and scaling changed
Large: Base health from 810 to 790, growth from 35% every 4minutes to 33%
Medium: Base health from 410 to 380, growth from 35% every 4 minutes to 33%
Small: Base health from 210 to 220, growth from 3% every 4 minutes to 33%
Weapon Ballistic damage increased from 20% to 30% (meaning minions take 30% more damage from weapons that are ballistic type damage (all weapon damage expect in triggered mode)
Area damage reduced from 50% reduction to 60% (damage taken by minions from damage sources that deal damage in an area is reduced by 60%)
Pierce damage reduced from 25% reduction to 30% (damage taken by minions from damage sources that deal damage in a line is reduced by 30%)
Structure damage reduced from 35% to 50% (minions take 50% less damage from structures)
Siege minions health rescaled from [800-20000] after 40 minutes to [1000-15000]
Siege minion incoming damage rescaled
Incoming Weapon Ballistic damage from 40% to 50% (take increase damage from weapons)
Incoming Pierce damage from 10% to 20%
Incoming damage from other minions reduced from 50% to 60% (take less damage from minions)
Incoming damage from Structure reduced from 40% to 50%
Siege minion base damage increased from 200 to 220 base
Harvester
Now takes normal damage from all sources (no reduction or increase) treated like a player
Harvester max health rescaled from [2000-11000] after 40 minutes to [2500-11250] after 40 minutes
Damage reduced from 80 base to 60
Harvester when completed (return to base with salt) now provides [100-200] Occo to the Empire (increasing Payout Meter)
Harvester bounty (when killed) now provides the Empire 100 Occo (on top of the bounty to player)
Ship Upgrade Changes
Reinforcement
Bonus max health from 3% per upgrade to 2% (this bonus health is based on your base health which is your starting max health and the amount of life you get per level)
Small Class Ships
Zephyr (Tier 1)
Ability 1 - Purging Squall
cooldown from 10 to 8
speed boost and slow changed from [10-30] knots up to [30-90] to [15-40] knots to bonus 20% per additional hit.
Paradox (Tier 4)
Ability 1 - Inversion Ritual
cooldown from 22 to 18
Ability 3 - Doppel
cooldown from 55 to 49
Medium Class Ships
Stingray (Tier 1)
Ability 1 - Redline
cooldown from 20 to 23 seconds
Ability 2 - Force Blade
bonus shield gain from 22% of max health to 17%
cooldown from 12 to 10 seconds
Ability 3 - Proximity Field
damage reduction for damage vs shield reduced from [20-40%] to [10-20%]
Shield gain per second reduced from [40-600] to [40-400]
Augment Protector: bonus shield damage reduction from 50% to 40%
Augment Protector: Increase shield gained from 30% to 40%
Aurora (Tier 2)
Ability 1 - Glacial Wall
duration of wall reduced from [4-6] to [3-5]
Ability 2 - Ice Shards
damage re-scaled from [30-300] to [20-400] per projectile
Revenant (Tier 2)
Ability 1 - Transfusion
life drain reduced from [60-600] per second to [40-500]
cooldown reduced from 23 to 20
Ability 2 - Blood Bombardment
Augment Warden: stolen cooldown from 2% per hit to 3%, max stolen from 40% after 20 hit to 30% after 10 hits.
Ability 3 - Heart of Darkness
duration reduced from [3.5-5] to [3.4-4.5]
Nautilus (Tier 3)
Ability 3 - Typhoon
reduce pull strength by about ~10%
damage re-scaled from [100-600] per second to [70-700]
Volt (Tier 4)
Ability 1 - Arc Lighting
damage reduction per enemy Pierce from 10% to 16%
Ability 2 - Soliton Storm
Augment Protector: pull strength reduced by ~30%
Ability 3 - Induction Lance
damage re-scaled from [100-2500] to [70-3000]
cooldown from 25 to [30-23]
damage reduction per enemy Pierce from 10% to 16%
Large Class Ships
Oasis (Tier 2)
Ability 3 - Retrofit Repair
healing reduced from [150-4000] to [130-3000]
bonus healing based on targets max health from 5% to 7%
Augment Striker: heal to damage increased from 70% to 110%
Seabloom (Tier 3)
Ability 1 - Green Lotus
increase incoming healing scale reduced from [1-2%] x5 (5-10%) to [2-3%] x2 (4-6%)
bonus health regeneration reduced from [10-100] x2 after 9 application to [10-70] x2 after 9 application
Augment Dominator: cooldown reduction from 20% to 15%
Ability 2 - Sacred Lotus
spore damage overtime increased from [20-120] x4 after 10 application [80-480] to [40-300] x2 after 10 application
Augment Dominator: cooldown reduction from 23% to 17%
Ability 3 - Black Lotus
cooldown from [55-35] to flat 50
Crucible (Tier 3)
Ability 1 - Afterburner
damage per second reduced from [20-400] to [14-300]
Ability 2 - Broadsides
slow amount reduced from [25-70] knots to [23-50]
Ability 3 - Eruption
impact damage reduced from [200-4000] to [150-3300]
Bonus damage based on targets current health increased from [8-12%] per second to [12-16%]
Augment Dominator: from 30% increase damage to 25%
Weapons
General Changes
Weapons Special is no longer reduced by Loom Coils that reduce weapon damage.
Close Range (red weapons)
Death bomb damage reduction to minions changed from 50% to 30% reduction (for the trigger aoe hit). Bonus damage while at low health increased from [8%-100%] to [19%-130%]
Kinetic Dampener damage reduction to minions changed from 50% to 30% reduction
Reinforcers: shot between special reduced from 3 to 2
Medium Range (purple weapons)
Night Bringer: blind amount increased from [16-86] to [27-112] vision radius reduction
Repair Inhibitor: Can Corrupt enemies past 90% to 99%. (past the cap for abilities) Corruption increased from [12%-96%] to [24%-125%] Note: corruption is cap at 99% reduction for enemies. values over 99% will only affect bonus effects that increase healing scale (like the seabloom) counter acting them.
Scorpion: damage over time reduced from [21-155] to [18-106], duration re-scaled from [3-5.2] seconds to [3-4.2] seconds
Breach Hornet: damage per 10 units moved from [30-191] to [33-127]
Longer Range (blue weapons)
Frag Mortar damage reduction to minions changed from 50% to 30% reduction (for the trigger aoe hit)
Orban Kings damage reduction to minions changed from 50% to 30% reduction (for the triggered state)
Trench Maker: increase pull strength scaling by 10% and base pull strength by 15%
Helix Flares: shot between special reduced from 3 to 2
Loom Coils
Loom Coils Changes
Grey Coils
Max Health Upgrade from 100 to 150 per upgrade
Repair Heal upgrade from 150 to 200 per upgrade
Weapon Special Upgrade from 5% to 8% per upgrade
Weapon Damage Upgrade from 2% to 3% per upgrade
Green Coil
Critical Multiplier Upgrade from 6% to 9% per upgrade
Blue Coils
Increase Area of effect for ability from 4% to 5% per upgrade
Ability range (cast range and projectile distance) from 5% to 8% per upgrade
Ability Projectile speed from 5% to 6%
Orange Coil
The Specialist: now increases weapon special by 48%
Captain Changes
Gioso: Blue Loom Coil changed from repair gives health regeneration to increase area of effect for all abilities
Proteus: Orange Loom Coil “Specialist” now has increase weapon special by 48%
Audio
We've improved the audio to highlight player impact and improve competitive play, while also adjusting music balance for better immersion.
Player Audio Focus: Your weapons, abilities, and impacts are now more prominent, while enemy abilities are slightly boosted for clearer combat awareness.
Damage Taken SFX: New sound effect when taking damage (1s cooldown), ensuring you never miss incoming hits even while moving your camera.
Improved Sound Positioning: Enhanced directional audio for better tracking of enemy shots and impacts.
Horizon’s E Ability: Now a global sound, audible across the map.
Music Volume: Increased for immersion, but dynamically lowers during combat for clarity.
VO Adjustments: Fixed multiple bugs and softened VO volume for better blending into the soundscape.
Map Changes
Removed most of the overhangs in the center of the map that could obscure entities at certain camera angles.
Change the center of the map slightly to allow more paths for the harvesters and players to navigate
BUG Fixes
Fixed edge panning not working over weapon in the center bottom HUD
Fixed captains playing "Our tower is under attack" when starting a match
Fixed players getting placed incorrectly in the wrong region if the call to find best location failed
Fixed an issue where players were getting defaulted to the lowest VFX setting when their computer was able to handle it. (players will have to go into graphic setting and set it higher if they have launched the game before to correct this)
Today officially marks four weeks since the release of Murder in Crayontopia, and with that, we have a few updates we want to share with the community.
First, we'd like to thank everyone who's shared kind words about Crayontopia and their experience with it. When we say the game was made with lots of love, we really mean it, and so it's been genuinely touching to hear from folks who connected with the world and characters.
We also read every review and every piece of feedback we receive. If you've played our game and have any thoughts you want to share, we really encourage you to leave a review on Steam. It's immensely helpful for us as a tiny two-person development team.
Walkthrough
We've had a couple requests for a walkthrough that helps people reach the "true ending" of the game, and since we don't have an official website for it, we thought we'd share it here. If more people request it, we can look into posting it elsewhere in a nicer format.
SPOILER WARNING! Below are the choices you must make to reach the true ending. These choices contain major spoilers for the story, so don't click them unless you're ready for those reveals.
We also encourage players to investigate every location and talk to as many characters as possible to gain a more thorough understanding of the story.
In Chapter 6, select the first person in the list for Friend Friday
In Chapter 7, select "Answer the door" at Shelby's house
In the second investigation, select the "Art center." While there, search both locations in "Bennett's office"
In the third investigation, select the "Garden." While there, search the "Bushes"
In the fourth investigation, select the "Restaurant." While there, search the "Counters" and the "Cabinets"
When interrogating Rowan, ask him about the "Dessert menu", then choose to "Be nice"
When interrogating Miles, ask him about the "Hedge trimmers", the "Torn drawings", and his "Relationship with Hubert"
When interrogating Miles, ask him about the "Recipe book", then choose to "Reassure him"
Ask Miles about his "Argument with Therese"
When Ambrose asks who you wish to accuse, select "Miles"
During the trial, present all four pieces of confirmed evidence
When you finish your initial search of Ambrose's basement, select "Prepare to leave"
During the big trial, present all three pieces of evidence
That should be everything you need to reach what we consider the true ending! Of course, if you prefer to think of one of the other endings as canon, that's fine, too (although Shelby may not appreciate that).
What happens next?
We've gotten a couple questions about what happens next in the story, and one relating to how we feel about fanfiction.
To be honest, we love everything about Crayontopia. It'd be a ton of fun for us to return there, explore different scenarios, and see how the characters and their world change following the events in the game. If we do decide to continue the story at any point, we'll be sure to post an announcement here!
That being said, we also support folks who wish to write fanfiction and share their own versions of the story. Both members of our team are avid writers and love to see various types of fanwork.
That's all for now. We hope you enjoy your weekend, and stay colorful!
**v1.0.20 Update Highlights** **[Fixes]** - Fixed an issue where prolonged AFK could cause infinite dodging - Fixed a bug where right-clicking gems would equip them directly - Adjusted the Demon Trial to enter cooldown after completion
**[New Content]** - Expanded Secret Realm cultivation limit to 4000 floors - Increased character level cap to 4020 - Added new breakthrough realm: [Sky-Opening Mirror] - Introduced new core faction feature: [Pot Heaven Blessing System] (Requires Faction Lv.≥12)
**[System Adjustments]** - Increased Faction level cap to 70, with drops up to Celestial Tier 5 - Changed "Earth Fissure" skill to single-target effect - Adjusted Rebirth feature unlock requirement to Faction Lv.20 - Combat optimization: Dodge/Parry rate cap set to 85%
**[Other Improvements]** - Optimized various in-game text descriptions - Updated Pot Spirit character model
What? Me? Writing a devlog? I’m busy, you know!? Are you kidding me!? Ugh... Sushi... Fine! Fiiine, I’ll do it! So I just read it out loud, right?...Okay, here goes.
"Hi everyone, this is the team behind The Real Face of a VTuber.
Recently, we’ve implemented the full scenario into the game engine, and started testing logic and event triggers. To be honest, this is one of the most complex and mind-bending phases of development so far. Because our mystery paths? Never straight lines.
⚠️ Be careful—evidence that proves suspect A guilty… might just be a trap when it comes to suspect B."
⚖️ A sneak peek at the courtroom system:
"🤝 Friendly Witness Phase: Follow courtroom procedures and guide them to say something helpful. 🔍 Hostile Witness Phase: Spot the contradictions, and strike back. 🗯 Objection Phase: If the other side’s questioning crosses the line, raise your voice—Objection!
Not familiar with courtroom rules? Don’t worry. You’ll have a cute and capable assistant right by your side." ...Wait, am I the “cute and capable assistant” here!?
🌐 Next up: Social Media Investigation
"We’re working on a key feature—the in-game platform “Y” that many VTubers use. You’ll read fan comments, hate messages, and suspicious posts… But can you trust what you see? How will you know who’s lying and who’s just loud?"
🕵️♂️ Scheduled for release in Q4 2025
"We’re unlocking more and more of the game’s core features— If you’re ready to face the suspects head-on, be sure to add us to your wishlist! 👇" https://store.steampowered.com/app/2871140/
All done, right? Don’t forget about that sushi you promised me!
Thank you everyone for being patient with me and the awesome feedback! Here is a list of things in the next update. With the biggest fixes coming for Controller and Deck support
--- Features ---
Run music in background when game not focused
Manually move hotbar from settings when inventory is open (JIC its in the middle for mobile or short screens)
Item drops from battle auto-move to player
Added more catches for errors and a way to send the dev a report of the errors
Added evolution item shop to Vicevale
--- Other Changes ---
Harvesting crops no longer has a wait time
Money add animation pops up when getting mail
Changed north big stump in forest farm to rock (to keep players from accidentally progressing wrong)
Tree seeds can no longer be planted on bridges
Loads of grammar/spelling fixes
When viewing monster in the PC, resets back to the first tab
Battle VS info moved closer to middle for lower res devices
Levi's open times set wrong (closed 1 hour earlier than said)
Open monster menu when needed in quest even if wrong level
Ghost buildable item removed when not needed (paths)
Reduced wait times in battle slightly
--- Bugs ---
Death taking the wrong amount of Lumens
Issue with player eating past stamina (causing quick energy loss when working)
Player hair mask staying in new game (making hair disappear)
Shift lock button causing you to be stuck while sitting/sleeping
Items not disappearing (the ones outside the farm) when reloading game
Game freeze when accessing crafting table on controller or portable PC
Follow monster getting attacked by monsters working on the farm
Cloud load issue where it can be double clicked - doubling all items on the farm and messing up the time
Dialog not responding with controllers sometimes, manual (south) button set to proceed
NPCs will be in the wrong spot or have issues with schedule on time changes
Multi-attack skills causing soft lock
Next day pop up issue not allowing click / soft locking if eating at the same time
Soft lock when holding shift (turn-lock) and trying to sit down
Time showing wrong on last day of season. Time to sleep to showing wrong as well.
Top left info screen in battle not showing info properly
Follow monster not going away when giving in quest
If tool is in smithery, it no longer gives to you in mail like you don't have it
Soft lock when scanning in battle and using a controller/Deck