Since there’s only one day left until the Early Access launch, I decided to improve the build tracking system as early as possible.
Over time, I noticed that without proper version tracking, many players could get confused when loading old save files in newer versions of the game. This can lead to bugs and glitches, and it became clear that a better system was necessary to prevent issues like these in the future.
How this affects you:
All save files created before update 0.37.4 will now be marked as "Unknown." This means that to ensure proper game tracking, you’ll need to start a new game from scratch. I really didn’t want to make such a radical change, but unfortunately, it became necessary. I’m truly sorry for the inconvenience.
That said, I believe it was better to introduce this now rather than face even worse confusion down the road.
What you should know:
Depending on where you discovered Lunar Eclipse, you may be using one of three different builds:
Development
Demo
Early Access (available June 4th)
Each of these builds can have a different world state. For example, if you save your game in the Development build, that save will reflect the Development version of the world. Loading that same save in the Early Access version could cause unintended behavior — some objects might be unexpectedly activated or deactivated. In the worst-case scenario, you could spawn in the middle of nowhere.
Previously, players could unknowingly do this, but now that the community is growing, I had to make a decision to solve the problem.
This new system allows me to keep all three versions of the game updated while minimizing the risk of save file conflicts.
Here’s how the loading menu looks from now on:
Also, since Lunar Eclipse is mostly puzzle-based, I’m sure many of you can breeze through the game again fairly quickly — though I’m still really sorry for the inconvenience.
Thanks so much for your understanding and support. It truly means a lot to me ❤️
Hello fellow Cultivators. Here comes an update many have requested. Let me know if you have any problems.
New
There was a strange offline combat bug where sometimes players would die. This was a mix of two problems where enemies would stack buffs without resetting causing them them to have above 100% elemental defense, this in turn caused the player to deal negative damage, which is not a problem. However lifesteal on negative damage caused players to deal damage to themselves like an egg against a rock.
In settings you can now find a change character option. Now you can have multiple characters at the same time.
If you die in combat, it will now tell you what dungeon or what monster killed you.
Savefiles should hopefully be safer now in-case there is an unexpected pc crash.
Yang alignment now has more multistrike chance.
Changes
Heavenly tribulation defense reduction special attack is buffed.
Fixed problem where buyback list only worked when you sold all.
Pressing an equipped consumable should no longer show special attacks of previously selected item.
Armor special attack should now properly be obtained as intended.
Manuals and Physiques no longer show up in dungeon loot information if you have obrained them
Lootlist in adventure panel should now display items properly without stacking them together if they have the same name.
Manuals and Physiques are now sorted by element in the following order : Physical, Fire, Earth, Metal, Water, Wood, Spirit, Yang, Yin.
Tier 10 wood armor and dungeon had wrong elements and drops. Should now be fixed.
Fixed a rare bug where you could spend upgrade shards you didnt have in exchange.
Tier 6 yin and yang equipment should now have correct stats.
Autobounty should now work as intended.
All spirit amulets now have proper stats.
Phoenix ancestor in the Tier 10 fire dungeon should no longer have 13m defense
We are pushing out this most recent update to address various reported issues as well as improve the overall experience for both new and returning players!
Quality of Life - Adjusted inventory so it will now always select the last item the player was hovering over when opened - Adjusted elevator in all episodes so it will now default selection to match the floor the player is on
Improvements - Added a SYNC button to achievements screen which will ensure the local achievements and the platform achievements match - Adjusted save system to ensure steam cloud saves now contain all progression instead of having some of it exist in the player's Registry - Adjusted Quality settings so that VSYNC is now always forced on and additionally added a cap to FPS in cases where the player disable it, these will both ensure the game does not run at very high FPS on high powered machines
Fixes - Possible fix for issue where Sal's walk animation would not play correctly - Fixed issue where players could open/close the pause menu during certain actions - This corrects issue where during episode 4 players could swap Sal and Larry's position or potentially softlock themselves - Fixed issue where the game would not properly recognize when the DLC was not installed - Fixed issue in episode 5 where 3D Sal's arm was not displaying properly - Fixed translation issue at the start of episode 1 where the gravestone text could sometimes have overlapping text
If you experience any issues, please report them by either posting in the Steam discussions, the official Sally Face Discord, or by emailing me directly at mike@portablemoose.com and I'll get back to you as soon as I can.
Yesterday's patch introduced some bugs that we unfortunately didn't detect during testing. Backward compatibility is always very important to us, and we apologize for the issues we have caused. This hotfix should prevent them from happening again.
Here is what's been changed in this patch:
Fixed an issue that caused collectibles to spawn before the player takes a photograph of the Wraith
Fixed an issue with the message 'MISSING STRING TABLE ENTRY' replacing proper quest names
This fix doesn't solve the issue in locations that were saved after yesterday's patch #8. We're still looking for a solution for anyone already affected by this bug.
Please keep sending in reports if you encounter anything strange. You can reach us on Discord or the Steam forums.
We've made the following adjustments and optimizations:
Card Balance Adjustments
Plunder : Enhanced.
Gold Control Mage : Enhanced.
Monetary Onslaught : Enhanced.
Heart Attachment : Enhanced.
Magic Thoughts : Enhanced.
Spiritualist : Enhanced.
Convergence of Stars : Enhanced.
Storm Monk : Enhanced.
Energy Conversion : Enhanced.
Squander : Enhanced.
Deduction : Enhanced.
Supplier : Rebalanced.
Overload : Rebalanced.
Gold Hound : Weakened.
Deconstruct : Weakened.
White Hermit : Weakened.
Game Experience Optimizations
Optimized some icons and VFX, fixing the bug where hero statue VFX was missing.
Improved life value display to icon format.
Adjusted strategic objective Buffs.
Optimized card descriptions.
Speed up the animation for creature recovery after taking damage.
Faster rune settlement animation speed.
As a beta version, we know there are still many issues to discover and resolve. We are incredibly grateful for your support and feedback! Enjoy the game!
A couple of months have passed and we've got news regarding CrossCode merch! Also a concert and an update for our new project!
The Smug Lea Plush and Maybe More?
In our last post in January we announced a Makeship crowdfunding campaign for a Smug Lea Plush, which was an overwhelming success! Exactly 4.000 units were ordered, which means that it reached a funding of 2.000% or 20 times of its mandatory goal!
Over the past 2 weeks we noticed happy fans posting about the arrival of their personal Smug Leas so we hope that yours have reached you by now or will soon as well!
Now, with the popularity of this campaign, the question for further CrossCode merch arises! For this purpose we created a poll to to collect some opinions from you, our fans:
We are interested which characters you’d want to have for additional plushies and also what kind of additional types merch you would want to have.
Thank you for taking the time to share your opinion with us!
GAME ECHO Concert, feat. CrossCode
Our composer Deniz Akbulut (going by “Nagi Shirakumo” in Japan) and his classmate Hibiki Utagawa co-founded Game Echo, an officially recognized club in Kunitachi College of Music. Together they arrange and perform various video game music in concerts, including wind band and orchestra. You might remember their arrangement of Lea! from last year, fully written by Deniz himself!
On this year’s March 25th they performed the The Ultimate Experience for wind band, arranged by Utagawa-san.
[ INSERT VIDEO ]
Also part of the concert was a medley of Klonoa 2: Lunatea’s Veil, arranged by Deniz!
[ INSERT VIDEO ]
And on that note, congratz to Deniz for graduating!
Alabaster Dawn Update
We wanted to also give you an update about our new game project Alabaster Dawn!
The biggest new feature is the Cinematics system which helps us deliver visually dynamic cutscenes outside of the usual ingame-perspective.
[ INSERT VIDEO ]
Of course new content also requires new enemies to fight. And, as old wisdom goes, giving someone a fish might feed them for a day but implementing a fish enemy will allow them to punch fish for a lifetime! … Anyway, look at these flying fish… They fly and shoot lightning, is that cool or what?!
[ INSERT VIDEO ]
Another new interesting enemy is a turtle. Wait, we already introduced it? Well, but now it’s angry! Which means higher stats and new attack patterns! Expect to see variations like that to truly test your skills in special battles now and then.
[ INSERT VIDEO ]
On the quality-of-life side, we realized that the swapping between weapons to match enemy weaknesses has been pretty annoying early on, when only one element is available. Our solution was a Loadout option that allows players to simply swap weapon combinations with a single button-press!
[ INSERT VIDEO ]
To improve the atmosphere and immersion of our world, travelling NPCs have been added, like these restless caravans that are diligently delivering crucial cargo between predefined stations.
[ INSERT VIDEO ]
And, on the visual side, our weather effect system has been further improved and can dynamically change the vibe of your journey with flying leafs, rain and clouds.
[ INSERT VIDEO ]
Other work, not shown yet still essential, includes more sidequests and further progress with the second and third areas of the game!
Our current Focus on Alabaster Dawn + Introducing...
On a more general note, we're still working a public demo version for Alabaster Dawn, which is supposed include a proper prologue properly introducing the setting of the game!
And on the topic of the story, we think it is about time we finally properly introduced another team member who has actually already been supporting our writing process since an early stage: Enter Luke “Lun Calsari” Wacholtz!
Some of you old-timey fans of the RPG Maker 2k scene (like many of our team…) might know him as the creator behind the cult classic The Way, while others might have experienced his newer work, as a writer in Shadows of Adam or his recent own project, Learn Japanese RPG: Hiragana Forbidden Speech!
In Alabaster Dawn he has already played an essential role in further fleshing out the scenario and characters and is also a great help in polishing up our dialogues to make them more snappy and incorporate diverse yet internally consistent styles of speech!
But lets give Luke the stage to introduce himself: "Hello! I’m a wanderer, game developer, and writer with a passion for cool tech and storytelling. I’ve spent tens of thousands of hours crafting RPGs, including The Way and Learn Japanese RPG: Hiragana Forbidden Speech. I also contributed to Shadows of Adam, and now—most exciting of all—I’m thrilled to join the team behind Alabaster Dawn!"
Indie Shout-out: Yarn Guardians
For the end of this post we want to give a quick shout-out to the our friends and fellow German developer Pentapaw Studios and their upcoming game Yarn Guardians
Take control of various adorable flying kitties and fight your way through hordes of only slightly less cute enemies using BALLS… Yarn balls! And a variety of other yarn-themed weapons.
And best of all, you can play it in coop with a friend!
All of this cuteness has been animated by VanAnimation, who also animated Lea and Juno in their respective game trailers!
As always, comment on the Discussions here, or on this post, as you wish! I love reading your feedback! :) The most exciting of all this is that they allow a lot of new things to happen in the game, that I will be developing next! Stay tuned!:) It's exciting to have you on board on this adventure!
--
Here's the list of what's new if yo don't:
Version 1.1.00 - June, 2025 ---------------------------- - Now you can BUY AND SELL your loot in the cities' shops! - New spell on sale on shops of the cities: Acidball! - New wepon that you can find at cities' shops: ball and chain. - Now you will be able to buy weapons at shops. No one wants to buy yours, though, because they are used. Maybe at blacksmiths in near future. - Inventory shows main weapon (equiped) and secondary (not equiped) and you can swap between them clicking on any of them. Also, there's the weapons button to see the main weapon detailed stats. - You can now swap your weapons in combat and use your inventory in the middle of combat, for drinkingpotions or change your weapon to the one that can harm the monster (or try!) - Finding a new weapon in the dungeons now lets you choose to swap it with one of your weapons (main or secondary), or just continue walking. - You can now re-enter the city in which you are in, without having to leave. Money is the only limitation for you there. - Changed the icon on Windows for settings from a musical note to a cog, that is more conventional. - Minor bugs.
Thanks again everybody for all your feedback and love, we are working hard to make the game experience as smooth as possible!
BUT MEANWHILE: We are happy to announce that we will be part of this awesome event where you can check out some awesome indies! It starts in some minutes!!