Hello there! This time it's kitty friends! Get ready to witness the Fishing Master floating on your desktop, reeling in all the fishy friends! Enjoy your fishing moments in — Fish to Dish: Idle Sushi
Bugtopia + Fish to Dish: Idle Sushi Bundle Now Available! Paludarium and fishing boat, enjoy a 10% discount and double the fun!
Guide: Let me try some sushi here! 🥰
About Fish to Dish: Idle Sushi: This is a relaxing and enjoyable idle fishing game that can sit at the bottom or any corner of your screen, allowing you to enjoy a leisurely sea fishing time in your busy life.
Bundle page:
1. Introduction
We've noticed that some balance adjustments and Starfall Inversion combat features in the May 22 update did not fully align with our design goals or player expectations. Therefore, we will implement the following adjustments in the June 19 update.
2. Balance Adjustments
In the May 22 update, we focused on balancing the damage output of single-target builds. However, weapons such as Doombringer and Predator are still underperforming, so we will make further adjustments, detailed below. Highly requested adjustments to weapons such as Corrosion are planned for the next balance update.
Explanation: Post-Fire Delay refers to the length of the animation between firing and cocking a bolt-action sniper rifle. The Rapid Sniper blueprint will reduce this delay by shortening the animation.
Additionally, for greater clarity, descriptions of player or non-player targets will be standardized to "Meta-Human" and "non-Meta-Human unit" respectively. These changes are purely descriptive and do not affect gameplay.
3. Starfall Inversion Adjustments
In response to player feedback regarding the combat features in Starfall Inversion, we will adjust their trigger conditions and numerical values.
4. Developer Notes
We are aware of feedback and concerns regarding build balance. Previously, balance adjustments were largely ad-hoc. To better meet player expectations, we will adopt a fixed schedule for balance adjustments:
Balance updates will be released once per month (every two updates).
Weapon balance adjustments will be based on community feedback and the usage rate of different builds across various combat situations. We will balance builds through stat changes, suffix adjustments, or full reworks.
After each adjustment, we will continue monitoring the build's effectiveness and usage rates to assess whether further adjustments are necessary.
To ensure a smooth transition, we will issue 3 Blueprint Conversion Attempts to all players after this update.
Once Human Development Team
Hey everyone!
A new update is here — and it wouldn’t have been possible without the help of one of our amazing community members, dsperado. Huge thanks to them for pointing out some really important issues!
🛠 What’s new in this update?
A tutorial has been added at the beginning of the game to help new players get started.
Some confusing sections have been adjusted to improve clarity and flow.
Several bugs and inconsistencies reported by dsperado have been fixed.
💬 If you come across any bugs, confusing moments, or issues, please don’t hesitate to message me. I’m committed to fixing problems as quickly as possible, and your feedback helps the game improve for everyone!
🆕 Also — a new demo update is coming very soon!
It will offer a more polished experience and reflect a limited portion of the game’s current state. If you haven’t tried the demo yet, or want to see how things have improved, keep an eye out!
Thanks for playing and supporting the game 💙
Hello, gamers!
Thank you for playing the demo version.
If you enjoyed the demo, please consider adding the game to your wishlist!
\[Fixes]
Credit saving issue in Survival Mode has been resolved
UI display adjustments for 1280x800 resolution
Text display improvements in the tutorial
Other bug fixes and optimizations
\[Additions]
Steam Deck resolution support added
As we finish up console certification we have a number of improvements we're bringing over, nothing major, just another round of polishing. Enjoy!
Added a number of performance tweaks and improvements.
Fixed an issue with non-Steam launchers launching upon boot.
Changed six story based achievements to be awarded upon completing a level, rather than on the main menu, to prevent a lot of hidden trophies being awarded using the "Unlock All Levels" option.
Hello! I'm JINO, the developer of Goodbye Seoul.
Time has been flying by as I pour my days and nights into polishing the game. We're currently running a crowdfunding campaign, and to be honest, the level of support we've received has far exceeded our expectations. I’m truly moved and incredibly grateful.
There’s still plenty of work ahead, but your encouragement and excitement give me the strength to push forward every day. This month, I’ve been especially focused on refining character movement and animations. I want Rion’s presence—her footsteps, her breath, her place in the ruins of Seoul—to feel truly alive.
Quick Steps - but Take Time to Enjoy the View
Originally, movement in Goodbye Seoul was designed around speed. The player could only run - no walking. This was intentional, based on the typical preference for fast-paced movement in puzzle and exploration games.
But as feedback started coming in, I heard from players who wanted the option to slow down and really take in the atmosphere, the ruined cityscapes, the details hidden in the corners of Seoul’s collapse. So, I added a walk function.
At first, I tried setting walking as the default and assigning running to a key like Shift, following what many other games do. But in testing, most players preferred to move quickly by default. Some even said their hands felt awkward when walking was the standard.
So I iterated. Now, fast movement remains the default, but you can toggle walking on and off with a single key. This gives players the freedom to slow down when they want, whether it's to appreciate the view, explore more deliberately, or just breathe in the world a little deeper.
A suggestion posted in the Discord \[feedback/suggestions] channel
Walking and running animations
Between Quality and Efficiency
I've made major improvements to Rion’s animations in Goodbye Seoul. As the protagonist, she’s not just a vessel for gameplay - she’s key to delivering the story and atmosphere. Her movements and expressions are what draw players into the world, and I wanted them to feel meaningful in every moment.
To achieve this, I use a hybrid pipeline: our character is animated in 3D, rendered in Unity, and then converted into 2D sprites. (This workflow was inspired by Dead Cells and their excellent deep dive on using 3D pipelines for 2D animation.)
This method allows me to produce 2D animations quickly - but it comes with a catch. Unlike 3D, where blending between animations is often handled automatically, this setup requires every transition to be handcrafted as a separate animation. There are no shortcuts when it comes to fluid movement.
I explored various ways to streamline the process, but in the end, the conclusion was clear: quality comes first. So I rolled up my sleeves and committed to creating the transition animations manually, even if it meant more time and effort.
The result? Rion now moves and emotes with much greater nuance. Her presence feels more grounded, more expressive, and more alive- and that’s exactly what I was aiming for.
Comparison of climbing and landing animations by height
Converting 3D Characters to 2D
Over approximately 1,000 Rion animation files
In Goodbye Seoul, characters are at the heart of everything.
As an adventure game, the story, gameplay, visuals, and overall experience all revolve around the people who inhabit this world. My goal is to tie everything together through the characters - making them the emotional and mechanical anchor of the game.
Of course, building so many systems and effects around characters brings its own share of challenges. Development has been filled with trial and error, but I'm committed to putting in the work - and most importantly, to listening sincerely to your feedback and ideas.
Thank you once again for your continued support and belief in Goodbye Seoul.
— With gratitude,
JINO
*All content in this developer note is subject to change depending on the development process.